Aripockily Collection 2022
Aripockily Collection 2022
T
Papadimitriou, KriticalKlown, Kurt, Laura Poppe,
layloulayla, Lisa Stewart, Lucas Gebser, Matt Gil, his 119-page collection contains all of the
Matt Hale, Michael Medini, Michael Perry, Jr, Michele compendium items released in the year of
Krause, Nathanail W Schultz, Nevin Ojeda, Nick 2022 for the Aripockily Patreon, with about
Vosberg, Odysseus’ Bow, Ogo Sylla, otopic, Patrick half accompanied by an illustration. All of these items
Ammons, Quentin Bouttier, Sexydoughboy, Simon C, are available to Rare+ Patrons and are compiled here
SirChayton, Skylar Briggs, Spozz02, Sterling Compton, for Game Masters to use as a reference document for
Stronghumankind, The HoodedHero, The Never running a game using the 5th-edition source rules. Their
Ending Collection, TJ Young, Will Howorth, Xevec statistics have been corrected, rebalanced, or otherwise
Uncommon Patrons: Alexandre Lamarche, Alice Sims, updated for convenient use.
Austin Morris, Cathy Trego, Darrell, David McElwee, Readers will find 280 items in this collection, organized
Dm me a river, Dominic James unwin, Dungeon Master by the monthly theme from which they were released.
Rick - Hammer of the Gods, EnterElysium, Gocanaroj A majority of these items are magical, with a small
., Karen Martindale, Leppanen Music Academy, Lui percentage of nonmagical items ranging from marvels of
Amorim, MotherNesu, Natan Pinheiro Ferreira, olivier technology to various specialized adventuring gear. The
raymond, Orphea, PurpleSnorlax, RHbean, Rvlakia, collection also includes a couple artifacts whose statistics
Serkan Ev, Shachaf Landsberg, Stephanie Leslie, are described in this book, but a richer background can
Tobias Junker be found in their respective compendiums.
The appendices at the end of the book can assist a GM
searching for an item by name or searching for a random
item organized by rarity.
1
Across the
Furnal Planes
Original Release: November 2022
This section details items a character may
find during an adventure that involves
fiends or a fiendish plane of existence.
Details about the Furnal Planes or the
agon fiends referenced can be found in the Bleeding Heart
original compendium.
Archfiend’s Armaments
This group of powerful sentient weapons belong to
the archfiends of the Furnal Planes. The archfiends go
to great lengths to find them if they are missing.
Bleeding Heart Joined Body. While you hold the axe, you
Weapon (greataxe), legendary (requires attunement) have the following benefits:
Blood constantly drips from the head of this axe, oozed ●● You can read, speak, and write Abyssal.
from a perpetually living heart encased in red bloodstone. ●● You gain darkvision out to 120 feet if you don’t
The owner of the heart is long since forgotten and the already have it.
trapped demon refuses to reveal whether it belonged to it
●● You are immune to the poisoned condition.
or some unwilling victim.
●● You cannot be disarmed of the axe.
To attune to this magic axe, you must stab the weapon
into your chest and expend half your maximum hit dice. Heart of the Black Rift. The axe stays inside your chest
If you don’t have the hit dice to spend, you gain 3 levels and emerges only in battle. When you roll for initiative,
of exhaustion and cannot attempt to attune again until the axe handle bursts forth from your chest and you can
you finish a long rest. Though this process is normally grab it if you have a free hand. Otherwise, you can grab
deadly, the axe magically prevents you from dying. it later on a subsequent turn. You have a +2 bonus to
Once you attune to the weapon, you absorb the axe attack and damage rolls made with the axe and you deal
and your maximum hit dice is halved until you end your an extra 1d6 poison damage to targets you hit that don’t
attunement to it. have all their hit points. When combat concludes, the axe
Sentience. Bleeding Heart is a sentient chaotic evil automatically returns to your body if you are touching it.
weapon with an Intelligence of 15, a Wisdom of 13, Tainted Blood. The axe has a number of charges equal
and a Charisma of 18. It has hearing and darkvision to half your maximum hit dice and regains expended
out to a range of 120 feet. The greataxe communicates charges when you finish a long rest. When you hit an
telepathically with its wielder and can read, speak, and organic blooded creature with this axe, you can expend
understand Abyssal. 1 charge to deal an extra 2d6 poison damage to it; if this
A malevolent demon named Draeloh’rr lives inside attack kills a target, you gain 10 temporary hit points.
greataxe. It longs for the destruction of all that is complex Corruption Beyond Death. If you are reduced to 0
and doesn’t much care who suffers for it, even its wielder. hit points while attuned to this axe, you fall unconscious
It whispers subtle words to its wielder speaking as if it but your body doesn’t fall prone. Instead, the axe takes
were the wielder’s thoughts to influence them toward control of your body and acts for you on your turn. It
violent delights. If the axe is ever outright refused by the does whatever it pleases, usually moving and attacking a
wielder, it can rebel and take precise control of the wielder random creature or object nearby. You can still fail death
while the wielder is unconscious, committing acts that saving throws as normal during this time, which lasts
would change the wielder’s mind. until you die or are no longer making death saving throws.
Squirm
Weapon (whip), legendary (requires attunement)
Long spectral lashes sprout from the handle of this
whip, each wriggling in the air like excavated worms
and moving as if it has a mind of its own. The lashes
represent not only the mind of the entity within, but the
merged mind of the wielder as well. Joined Mind. While you hold the whip, you have the
following benefits:
To attune to this magic whip, you must hold its handle
against your head for the duration of the attunement ●● You can telepathically communicate with creatures you
period and allow its spectral lashes to bind with see within 120 feet of you.
your mind. The process renders you frightened and ●● You gain darkvision out to 120 feet if you don’t already
incapacitated for the duration as the spectral lashes have it.
wriggle across your body. At the end of the attunement ●● You have advantage on Intelligence saving throws.
period, the whip gains access your memories.
Sentience. Squirm is a sentient neutral evil weapon Arms of Deliria. You have a +2 bonus to attack and
with an Intelligence of 18, a Wisdom of 13, and a damage rolls made with the whip and you deal an extra
Charisma of 16. It has hearing and darkvision out to 2d4 psychic damage when you hit with it. When you roll
a range of 120 feet. The whip can read, speak, and a 20 on the d20 for an attack roll made with the whip, the
understand Common, Abyssal, and Infernal; it can target is frightened of you until the end of its next turn.
communicate telepathically with its wielder or any While frightened this way, a target cannot take reactions.
creature the whip has hit within the past minute. It also Psychic Thrash. The whip has a number of lashes
has a walking speed of 1 feet. equal to 1 + your Intelligence modifier (minimum of
A sadistic agon named Etzerai lives inside this whip or 2). On your turn as an action, you can make one melee
is the whip itself — it is unclear since the whip appears weapon attack with each lash against a different target
to be alive. It relishes in the mental torture of innocents, within reach.
instilling fear, despair, and anguish whenever it can. If you Mind Strike. While holding the whip, you can use an
have not fulfilled its thirst for some time, it either tortures action to cast confusion from it (spell save DC 17) without
you with your guilty memories or attempts to strangle you providing material components. Once used, this property
in the night. can’t be used again until the next dawn.
Bonecage
Armor (plate), very rare (requires attunement)
The crackling of growing bones can be heard from this
armor while in absolute silence, still retaining the vitality
of their fiendish origins. These grisly items are usually
crafted from slain fiends by veteran rangers of the
Fiendish Mask conclave who trade their blood for added
protection. They become often more fiend and humanoid
as a result.
This armor initially appears as jagged shards of fiendish
bone. To attune to it, you must stab the bone shard into
your abdomen and endure the pain for the duration of the Circlet of the Contract
attunement period, during which the bone grows into and
around your body, forming hundreds of sharp spurs. Circlet of the Contract
Living Armor. You gain a +1 bonus to AC while you Wondrous item, rare (requires attunement)
wear this armor. When a creature within 5 feet of you A fiend lord typically grants such circlets to worshipers who
grapples you or hits you with a melee weapon attack, you expounds the ideals of trickery and the deceptive scam
can deal 1d4 piercing damage to it (no action required). of “fair trade.” It is never quite clear who benefits from this
A creature can only take this damage once per turn. Also, trade: the wearer or the fiend who owns the circlet.
whenever you finish a long rest, the armor expends four
While you wear this circlet, you have advantage on
of your hit dice. If it does, it grows new bone spurs that
Charisma (Persuasion) checks.
grant you temporary hit points equal to your level.
Devil’s Contract. This circlet has 3 charges and
Impaled. The armor can’t be removed from you while
regains 1d3 charges daily at dawn. While wearing this
you’re attuned to it, and you can’t voluntarily end your
circlet, you can expend 1 charge to cast suggestion from
attunement to it. If you’re targeted by a spell that ends a
it. If you had recently fulfilled one of the target’s desires
curse, your attunement to the armor ends, and it detaches
within the past hour, the target has disadvantage on its
from you.
saving throw.
Eye of Aziridan
Obsidian Cull
Weapon (scythe), exotic, uncommon (requires
attunement)
This scythe bears resemblance to the popular belief in the
Grim Reaper, though its original fiendish wielders adhere
to no such romantic fantasy. If you see this scythe, you
must run — such shadow fiends will not hesitate to strip
flesh from bone and devour the weak.
Exotic. You are only proficient with this weapon if you
have the appropriate background or training (at GM’s
discretion).
Scythe. The scythe is a martial melee weapon with
the Heavy, Two-handed, and Reach properties. Because
of its shape and length, it deals 1d8 bludgeoning damage
to targets that are within 5 feet of you, or 1d10 slashing
damage on a hit to targets that are more than 5 feet away
from you.
Culling Blade. This weapon has 3 charges and regains
1d3 expended charges daily at dusk. You can use an
action to expend a charge, swinging this scythe with two
hands and emitting a 20-foot cone of ravenous shadow
that culls the weak. Creatures in the cone are affected
in ascending order of their current hit points (ignoring
unconscious creatures). Starting with the creature that
has the lowest current hit points, a creature must succeed
Obsidian Cull
on a DC 13 Constitution saving throw or take 3d10
necrotic damage. If the creature succeeds on the save, the
creature with the next lowest current hit points makes
that saving throw. Once a creature takes this damage, the
effect ends; all remaining creatures are unaffected. You
can then teleport to an unoccupied space within 5 feet of
the creature that took this damage.
Botanist’s Guide
Original Release: April 2022
This section details new plant-themed
items a character may find on a journey
across any world, including herbs and flora
with special properties. Various gardening
tools reveal the hidden secrets of herbology.
Botanist's Guide
12
Serpyte’s Lily Wormstone’s Brim
Wondrous item, rare (requires attunement by a druid or Wondrous item, very rare (requires attunement)
ranger) The cultivated adornment of mycelial biologist Nevyx
Renowned marine botanist Algar Serpyte is said to Wormstone, this hat is transforms its wearer into more
travel with an awakened lily pad that he trained to follow spore than human. Its dripping spores feel cold to the
commands. A rare plant from the jungle, the lily absorbed touch and spreads its influence along the body.
some of Serpyte’s magical abilities through years of To attune to this hat, you must spend the duration of
careful cultivation, strengthened by their natural bond. the attunement period wearing the hat, during which
The time required to attune to this lily pad is 10 minutes its spores spread across your body. At the end of the
for druids and rangers, or 1 action if they expend a spell attunement period, you must make a DC 13 Constitution
slot of any level to do so. saving throw, and do so with advantage if you are
When placed onto a liquid surface, this 6-inch diameter proficient in Nature. On a success, you attune to the
leaf magically swells up to a 10-foot diameter lily pad hat. On a failure, you take 4d8 necrotic damage and the
over the course of a minute, provided it has the space attunement is interrupted and you must try again.
to do so. It is magically resistant to the effects of acidic While you wear this hat, you don’t need to eat or drink
and poisonous liquids it may be placed on. The lily if you spend at least 1 hour each day on earth or soil,
has tendrils that propel it across the liquid surface at a as the spores provide you with nutrients. You also gain
speed of 20 feet, which moves according to your spoken resistance to necrotic damage. The hat has 5 charges for
commands (no action required). If the liquid is no deeper the following properties and regains 1d4 + 1 expended
than 10 feet, you can also verbally command the lily pad charges daily at dawn.
to anchor to the bottom, which prevents it and anything it Absorption. Whenever you take necrotic damage, you
carries from being moved by mundane or magical water. can expend 1 charge as a reaction to regain 2d8 hit
When removed from the liquid, the lily pad shrinks to its points.
original 6-inch diameter form over the course of a minute. Spore Puppet. As a bonus action, you can expend 2
The lily pad can transport up to 300 pounds without charges to resurrect a humanoid corpse within 30 feet of
hindrance. It can carry up to twice this weight, but it you as a zombie. In initiative, it takes its turn immediately
moves at half speed if it carries more than its normal after yours and follows your mental commands. You lose
capacity. control over it after 1 minute or if it is ever more than 30
feet away from you, after which it mindlessly pursues the
creature closest to it.
Sauliver’s Rose
Wormstone’s Brim
Serpyte’s Lily
Botanist's Guide
13
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.
Cloak of Blossoms
Wondrous item, rare (optional attunement)
Natural Camouflage. While wearing this cloak, you
have advantage on Dexterity (Stealth) checks made to
hide in a natural environment filled with foliage.
Flower’s Charm. While wearing this cloak, you emit
a wonderfully pleasing scent in a 30-foot radius sphere.
A humanoid that moves into the sphere for the first time
that day and can smell the scent develops a generally
pleasant attitude towards you until it leaves the sphere.
If you have not seen or interacted with that humanoid
within the past week, you also have advantage on the next
ability check you make to socially interact with it within
the next minute or until it leaves the sphere.
Blooming Thrall. If you choose to attune to this cloak,
you gain this property. While wearing the cloak, you can
use an action to flutter the cloak and waft an especially
strong magic scent. One humanoid creature of your
choice in the scented sphere that can smell the scent
must make a DC 15 Wisdom saving throw. On a failed Cloak of Blossoms
save, the target is charmed by you for 1 minute. The
charm ends early if you or your allies do anything harmful
to it or its allies. Once used, this property can’t be used Guardener’s Rake
again until the next dawn. Weapon (mace), uncommon (requires attunement)
Vines and hardy plants grow uncontrollably around this
Dust of Blight rake, attracted by its innate druidic magic. Guards of the
Wondrous item, rare Floating Gardens wield these rakes to assist with plant
maintenance and defense. The occasional rake is gifted to
This small packet contains 1d6 + 4 pinches of magical traveling botanists who prove their worth and dedication
rot. You can use an action to sprinkle a pinch of it over a to the scientific cause.
mundane plant, which instantly causes it to wither and die.
This weapon deals piercing damage instead of
If this dust is sprinkled on a plant creature, the creature
bludgeoning. It has 3 charges for the following properties
must make a DC 13 Constitution saving throw, taking
and regains 1d3 expended charges daily at dawn.
10d6 necrotic damage on a failed save, or half as much
damage on a successful one. Sow. The rake plants seeds that quickly sprout. When
you hit a target with this weapon, you can expend a
charge and cause magical tendrils to entangle the target.
Dust of Growth The target must succeed on a DC 13 Strength saving
Wondrous item, very rare throw or be restrained for 1 minute. The target can use
This small packet contains 1d6 + 4 pinches of magical an action to repeat the save, ending the condition on a
fertilizer. You can use an action to sprinkle a pinch of it success.
over a mundane seed planted in suitable earth or soil Rake. The rake magically sows seeds along the ground.
that has sufficient room for its roots. The seed instantly As an action, you can expend a charge to create three
grows to its mature form, provided it has the space to do identical parallel walls of harmless plants, each spaced
so. If the plant has rigid stems (such as a tree or a bush) 5 feet apart. The middle wall starts from a point on the
and its space is occupied by a creature, the creature must ground you can see within 15 feet of you and extends in
succeed on a DC 13 Dexterity saving throw or be lifted a direction of your choice; the outer two walls are created
up by the plant. appropriately. You can make the walls up to 20 feet long,
If this dust is sprinkled on a plant creature, the creature 10 feet high, and 1 foot thick. Each 5-foot section of wall
regains hit points equal to half its maximum hit points. can be destroyed (AC 12, 10 hp, vulnerability to fire
damage). These walls last for 1 minute or until destroyed.
Botanist's Guide
14
Hand Pistil
Weapon (hand crossbow), uncommon (requires
attunement)
Roughwhistle flowers are carefully cultivated with druidic
magic into a weapon form. Such weapons are commonly
found among remote druidic conclaves where wood
for javelins and spears are rare, typically in prairies or
deserts.
This weapon does not require ammunition; it grows and
shoots small seed pellets instead. It has 3 charges for the
following properties and regains 1d3 expended charges
at the end of a long rest, or when exposed to sunlight over
the course of a short rest.
Thorn Seed. When you hit a target with this weapon,
you can expend a charge and deal an additional 1d4
piercing damage to it.
Vine Seed. When you hit a target with this weapon, you
can expend a charge and cause the seed to sprout. The
target’s speed is halved until the end of its next turn.
Hand Pistil
Planter’s Spade
Weapon (club), uncommon
This weapon deals double damage to plants and plant
creatures. While wielding this weapon, you can use an
action to instantly teleport a Huge or smaller plant up to
30 feet to an unoccupied space you can see. Alternatively,
Tonaxouchtl Petal
Wondrous item, rare
you can use this property on a plant creature you hit with
this weapon (no action required). Once this property is This petal is taken from the massive tonaxouchtl, a flower
used, roll a d20. On a roll of 2 or higher, the spade cannot of the sun. Within its petals and stalk are staggering
be used again until the next dawn. On a roll of 1, the amounts of stored energy it had absorbed from the sun.
spade shatters and can never be used again. Sunlight. As an action, you can cause this petal emit
bright light up to 60 feet, and dim light for another 60
feet. The bright light is sunlight. The light lasts for 10
minutes and ends early if a creature touches it. A creature
that touches a lit petal must make a DC 15 Constitution
saving throw, taking 22 (4d10) radiant damage on a failed
save, or half as much damage on a successful one.
Once used, roll a d20. On a roll of 2 or higher, this
property can’t be used again until the next dawn, or until
it is exposed to sunlight for at least 4 hours. On a roll of 1,
the petal loses its magic and the petal can never be used
again.
Vine Staff
Weapon (quarterstaff), common
This staff is a long vine tendril that can transition between
a rigid state for combat usage and a flexible state for
storage. While holding the staff, you can speak its
command word to transform it between both forms. This
staff can be used as a spellcasting focus in either state,
Guardener’s Rake but can only be used for weapon attacks in its rigid state.
If commanded to become rigid while curled up inside a
small space, the staff only stiffens as much as the space
allows.
Botanist's Guide
15
Nonmagical Plants & Herbs
Each plant presented in this section has special
properties that determine their potential botanical or
herbalist uses, detailed below.
Harvest
Each plant has a Harvest property that details the
procedures a character must follow to obtain the primary
ingredient from the plant. Mundane plants typically
require an action to cut or pick, but complex ones like the
kingslock may involve an ability check and a required
duration. This property may alternatively offer suggestions
for environmental hazards characters must overcome to
obtain this plant.
For arboreal plants, each tree listed includes a felling
table that describes the ability check and possible
duration required to chop it down. Wood from the
primary trunk is considered the most useful ingredient for
further crafting. Branch wood is generally easier to obtain,
but objects crafted from it may produce a weaker effect
compared to objects crafted from trunk wood
(GM’s discretion).
Recipe
If the plant has a recipe, that indicates parts of the plant
can be used in herbalism to craft a special remedy,
medicine, tonic, salve, or potion. Each recipe has the Plants List
following traits listed. The following nonmagical plants, herbs, and fungi are
Primary Ingredient. This recipe requires a major listed in alphabetical order. Magical plants or items can
ingredient from the plant. These ingredients cannot be be found in the previous section.
substituted.
Secondary Ingredients. This recipe requires additional
Bladepetal
ingredients, listed in order of usage during the crafting
This hardy perennial flower grows naturally in rocky or
procedure. The GM may allow the substitution of any of
arid environments, but sometimes spring up in junkyards
the listed ingredients with another appropriate one.
and abandoned battlefields. Their curious diet of of
Procedure. Characters must follow these procedures minerals and metals form their famous sharp blade-like
to craft the product detailed in this recipe, which usually petals, with colorations that vary from silver to rusted
lists the time investment required. brown. Dwarves and gnomes enjoy cultivating bladepetals
Check. At the end of the crafting period, the character with special or rare metals in small flower beds. Botanists
must make the ability check listed in this trait. If a caution adventurers from running through larger fields of
check lists multiple skill or tool proficiency options, the them.
character chooses which proficiency to add to the check. Harvest. You can use an action to pick a bladepetal
Success. This trait determines the result of a flower, making a DC 15 Dexterity (Sleight of Hand) check.
character’s ability check made to craft the recipe’s On a success, you retrieve the flower. On a failure, you
product. On a success, the character receives the item still obtain a bladepetal, but you cut yourself on its sharp
listed. Some recipes have additional success thresholds, petals and take 2d4 slashing damage.
such as crafting more of the product when the check Bladepetal Flower. When found, each flower has
exceeds the DC by a certain number. If the check fails, all 1d4+4 petals. When you take the Attack action while
ingredients used in the crafting are ruined and cannot be you hold this flower, you can pluck one petal and make a
used again. weapon attack with it. Each petal has the same statistics
as a dagger. If you are able to make multiple attacks on
your turn, this attack replaces one of them. Once picked,
a petal loses rigidity within the hour and can no longer be
used as a dagger.
Botanist's Guide
16
Blessing Bell Drakesbane
This red flower is one of several plants commonly used This sturdy flower grows in open dry environments,
as an ingredient for healing potions. They are most potent usually near taigas or arctic regions with well-drained
when grown in healthy forests void of rot and decay. soils. Their eight straight petals sport a variety of colors
Their bell-shaped flowers are easily recognized by druids from red-yellows to copper-brown depending on their
and herbologists alike, though only more experienced location. Folk legends attribute mystical powers of dragon
practitioners may discern their maturity. Apothecaries resistance to their coloration and eight-petaled shape, but
sometimes grow blessing bells in dedicated greenhouses modern botanists now know drakesbane simply smell
because each plant take can take up to a year to fully and taste unpleasant to dragons. Dragonborn researchers
mature. can attest to their undesirable flavor.
Harvest. You can use an action to pick a mature flower Harvest. You can use an action to pick a drakesbane
from a blessing bell. A character that succeeds on a DC flower from a drakesbane plant.
13 Intelligence (Nature) check can determine whether a Drakesbane Powder. Drakesbane flowers can be used
blessing bell flower is mature or not. to create drakesbane powder, which carries a powerful
taste unpleasant to draconic creatures. A dragon that
Potion of Healing Recipe ingests at least 2 doses of drakesbane powder feels
Primary Ingredient: 2 mature blessing bell flowers slightly nauseous for 10 minutes. If that dragon has a
Secondary Ingredients: lemongrass (1 pinch), fermented breath weapon that recharges on a roll of 5 or 6, it only
mud (1 oz) recharges on a roll of 6 for the duration.
Procedure: Squeeze and stir for 8 hours under careful
heat of 160 degrees Drakesbane Powder Recipe
Check: DC 13 Wisdom check using herbalism kit Primary Ingredient: At least 5 drakesbane flowers, dried
Success: 1 potion of healing, or 1 greater potion of Secondary Ingredients: Goat spit (1 ounce), 3 pumice
healing if you succeed on the check by 10 or more pebbles
Procedure: Grind into paste (usually 30 minutes), then
Cinderleaf heat at 200 degrees until dried (usually 2 hours)
This meandering tree provide warmth and heat in Check: DC 13 Strength or Wisdom check using
otherwise inhospitable locales, typically as groves along herbalism kit
main streets of snowy cities or from small pots inside Success: 1 dose of drakesbane powder, or 2 doses if you
local homes. They are recognized primarily by their succeed on the check by 5 or more
leaves, which have a flame-like shape and a red-brown
coloration tinged with red at its ends. Umber yellow veins
on the leaf glow when held against sunlight.
Arctic villages maintain cinderleaf orchards for a
steady supply of warmth. The trees usually retain
foliage throughout winters, but every eleven years, they
collectively shed them in autumn in a stunning display of
deadly glowing flurry.
Harvest. You can use an action to pick a leaf from a
cinderleaf tree, which retains its warm feel for 1 minute.
Cinderleaf Salve. Leaves from a cinderleaf tree retain
its warm and heating properties. Over the course of 1
minute, you can apply this salve to the skin of a creature,
granting it resistance to cold damage for 1 hour.
Botanist's Guide
17
Etherpea
GM Tip: Making the Best of Herbalism Kits This very rare legume absorbs and collects the magical
Herbalism kit is an important tool proficiency for botanists residue of the ethereal plane from the surrounding soil.
and apothecaries. At minimum, every kit typically contains They grow near planar portals where the boundaries
clippers, mortar and pestle, and vials. Some kits contain between planes are thin, sustained by planar energy
additional instruments such as a small boiling pot, a small instead of sunlight. Its habitat is classified as “undefined,”
mallet, a vice clamp, a scraper, a magnifying lens, and small as they can grow just about anywhere a portal is present,
herbal bags. regardless of weather.
In addition to brewing potions and antitoxin, characters
proficient with herbalism kits may add their proficiency bonus Each stalk of etherpea sprouts ten to twenty green-blue
to special ability checks. Consider the following suggestions elliptical pods that each encase three to five etherpeas.
for ways to make use of herbalism kits. When physically agitated, the pods partially jaunt
towards the ethereal plane. They briefly become ghostly
• A character may use the tools available in the herbalism kit to
translucent, earning the plant the amusing nickname of
harvest plants that are dangerous or poisonous to the touch.
• A character proficient with herbalism kit may passively “ghostbean.”
recognize or pick out certain plants from vegetation. This Harvest. You can use an action to pick a stalk of
proficiency may replace Perception or Investigation. etherpea by making a DC 13 Dexterity (Sleight of Hand)
• A character may commission specialized herbalism kit tools check. On a success, you obtain 2d4 etherpeas from their
to harvest specific plants. This allows the character to add pods. On a failed save, the etherpeas temporarily fade
their proficiency bonus to ability checks made to harvest that
from the material plane and cannot be picked for the next
plant, potentially replacing the check’s listed proficiency.
hour.
Etherpea Paste. Mashed etherpea results in a paste
that confers some of the etherpea’s properties. As an
Dwarfsbeard action, you can smear 1 ounce of etherpea paste over
The small fungus grows in long furry colonies on the your eyes, granting you the ability to see into the ethereal
leafless aguilar ivy, a plant common to cliff sides and plane for 1 minute. Alternatively, you can ingest 3 pounds
rocky mountains. Together, they resemble a typical of etherpea paste, which shunts you into the ethereal
dwarf’s thick bushy beard in varying colorations of brown, plane for 1 minute. You return to your original plane after
olive, and red. Commonfolk often mistake the ivy for the duration.
dwarfsbeard and scrape off the fungus upon harvest, later
wondering why their ointment did not work. Herbalists Etherpea Paste Recipe
usually hire mountaineers to harvest the fungus, but Primary Ingredient: 20 etherpeas
experienced doctors make monthly trips to mountains to Secondary Ingredients: Warpwood shavings (1 oz), 1
personally cultivate and farm dwarfsbeard. rat’s eye, gold shavings worth at least 5 cp
Harvest. You can use an action to pull an aguilar Procedure: Mash at 350 degrees while slowly mixing
ivy from a cliffside, each covered in 1d4+2 ounces of secondary ingredients into paste for 4 hours
dwarfsbeard The cliffside itself typically requires climbing Check: DC 15 Intelligence check using herbalism kit or
equipment or a successful Strength (Athletics) check to Arcana
climb with a DC set by the GM. A DC of 13 or higher Success: 6 ounces of etherpea paste, or 8 ounces if you
would be appropriate. succeed on the check by 5 or more
Dwarfsbeard Ointment. Dwarfsbeard fungus can be
used to craft an ointment that can soothe headaches. Flamesprout
When you apply a dose of this ointment to your head, you The flamesprout plant is known for its flaming hot seed
cancel any disadvantage you have on saving throws made pods, easily identified by flame-like coloring on its petals
to maintain concentration for 10 minutes. and leaves, as well as the dimly glowing flame pods. To
protect itself from dangerous creatures prowling its home
Dwarfsbeard Ointment Recipe forests, the flamesprout uses reactive and emits a deadly
Primary Ingredient: At least 10 ounces of dwarfsbeard aroma that burns lungs upon inhalation.
fungus, fresh Harvest. You can use an action to pick a flamepod
Secondary Ingredients: Dried sponge (1/2 lb), pink from a flamesprout plant by succeeding on a DC 14
quartz (2 oz) Constitution (Survival) or Dexterity (Sleight of Hand)
Procedure: Pulverize and scrape in sunlight until check. Each time you touch a flamepod without
congealed into paste (usually 1 hour) appropriate protective gear, you take 1d6 fire damage.
Check: DC 13 Strength or Wisdom check using
herbalism kit
Success: 1d4 doses of dwarfsbeard ointment, or 4 doses
if you succeed on the check by 5 or more
Botanist's Guide
18
Flamesprout Powder. Seeds from a flamesprout Gnollhart
plant can be crushed into flamesprout powder, used as This coastal herb looks nothing like a gnoll or a gnoll’s
an extreme elven spice and occasional self-defense. As heart, but is curiously named for it anyways. These plants
a bonus action, you can throw a handful of flamesprout commonly grow in shallow caves with partial exposure
powder in a 10-foot cone originating from you. Each to sunlight or seawater, mainly sustained by deposits of
creature in the cone must make a DC 15 Constitution calcium and sulfide. Fisherfolk with reduced access to
saving throw. On a failed save, a creature takes 2d6 fire forest healing herbs dive deep to obtain gnollharts.
damage and is blinded until the end of its next turn. On a
Harvest. You can use an action to slice a gnollhart
successful save, the creature takes half as much damage
plant, each of which sprouts 1d6 leaves.
and is not blinded.
Gnollhart Salve. As part of the action used to stabilize
Flamesprout Powder Recipe a dying creature, you can apply 1 pound of this salve to its
head to gain advantage on the check required.
Primary Ingredient: Flamesprout pod
Secondary Ingredient: Fine sand (3 oz)
Gnollhart Salve Recipe
Procedure: Grind under a careful chill of 30 degrees
Check: DC 15 Dexterity check using herbalism kit or Primary Ingredient: 12 gnollhart leaves, fresh
Nature Secondary Ingredients: Riptide algae (2 oz), powdered
Success: 1 handful of flamesprout powder, or 2 if you fishbone (1 oz)
succeed on the check by 5 or more Procedure: Slowly crush and mix for 3 hours, adding
liquid to ensure it does not dry
Check: DC 13 Wisdom check using herbalism kit or
Frostoak Medicine
This sturdy straight tree is the lifeblood of the maritime Success: 1 pound of gnollhart salve, plus 8 additional
industry. They grow in groves and orchards in wet ounces if you succeed on the check by 5 or more
locations, typically near salted oceans. The wood of
a mature frostoak boasts a natural resistance against
deterioration caused by salt water and cold, an excellent Infused Maple
material for ships, villages, weapons, and shields. A curious metal called maplesong grows only inside
maple trees warped by intense magic, such as those
Harvest. Frostoak gear must be crafted from core
surrounding a mana well. When such trees are subjected
wood taken from a frost oak’s trunk. You can fell a mature
to vibrations from winds or storms, the metal inside
Large frostoak with appropriate tools such as an axe by
magically resonates and harmonizes, transforming the
making a Strength (Nature) check. Consult the Frostoak
forest into a choir. Infused maples are most common in
Felling table to determine how long this takes.
the plane of the Glimmerreach, a place of wild chaotic
change, but occasionally grow in areas close to a Veil.
Frostoak Felling
Harvest. Maplesong gear must be crafted from the
Check Result Duration maplesong metal found inside an infused maple trunk’s
After a full day of work, you make core. You can fell a mature Large maple with appropriate
1 to 4 no meaningful progress. You can tools such as an axe (for the wood) and a pickaxe (for the
repeat this check the following day. metal) by making a Strength (Nature) check. Consult the
5 to 9 16 hours
Maplesong Felling table to determine how long this takes.
If the maplesong is harvested carelessly or dealt thunder
10 to 14 12 hours damage, the metal resonates harmfully, dealing damage
15 to 19 8 hours to each creature within 10 feet of it.
Botanist's Guide
19
Maplesong Weapons. Weapons forged from Magmin Ear
maplesong metal resonate with an attuned wielder This dark red rough-textured fungus grows close to the
and its environment. Basic maplesong weapons and magma deposits of the underground, fed by the planet’s
ammunition deal additional 1d6 thunder damage on each geothermal energy from below and the fallen carrion from
hit. At GM’s discretion, the maplesong can be used as a above. They are named for their occasional resemblance
critical ingredient to forge more powerful weapons, such to a magmin’s ears: pointed and crooked. Most grow near
as the dawnsinger presented in the fey-themed Into the volcanoes, lava veins, and even in Edgemantle caverns
Glimmerreach compendium. The difficulty involved in close to the core, but some occasionally spring up in the
forging such weapons vary based on the crafter’s skill, unending darkness of the Umberhollow.
experience, and knowledge of such metals.
Harvest. You can harvest 1 pound of magmin ear over
Maplesong Shields. Round shields forged from the course of 10 minutes. Much of the difficutly around
maplesong metal produce greater effects thanks to obtaining this fungus comes from the environment, which
its ring shape. Some shields are designed to dampen is often bathed in extreme heat or crossed by hazards like
vibrations. While wielding such a shield, whenever you lava.
take 5 or less thunder damage from a single source,
Potion of Lava Immunity. Magmin ear is a major
you instead take no damage. Other shields are designed
component of potions of fire resistance, but refined
to amplify vibrations. While wielding such a shield,
procedures can distill a more potent variant that grants
whenever you take damage from a critical hit, you can use
immunity instead of resistance. When you drink this
your reaction to deal 1d8 thunder damage to a creature
potion, you gain immunity to fire damage for 10 minutes,
within 15 feet of you.
and you are not slowed by lava, magma, and molten metal
when you walk through them.
Kingslock
The kingslock is a curious flower with an overdeveloped Potion of Lava Immunity Recipe
labyrinthian lip and anther cap, shaped by years of co- Primary Ingredient: Magmin ear (1 lb)
evolution with the natter wasp. Only specific species of Secondary Ingredients: 3 fresh leaves from a cinderleaf
the wasp knows the path into each kingslock, a process tree, crushed obsidian (1 oz)
that both feeds the wasp and facilitates pollination of the Procedure: Press under burning heat at 750 degrees
kingslock. They typically grow in secluded cliffside groves Check: DC 15 Constitution check using herbalism kit or
far from civilization, attainable only by the best of rangers. Nature
Harvest. You can attempt to retrieve a kingslock ovulus Success: 1 vial of potion of lava immunity. If you fail by 5
from its keyhole by making a DC 21 Dexterity check or less, you produce a potion of fire resistance instead
using thieves’ tools. On a success, you carefully extract of ruining your ingredients.
the ovulus without damaging the flower. On a failure, the
kingslock reabsorbs the medicinal properties from the
ovulus, rendering the ovulus inert for 2d4+2 months.
Royal Antitoxin. The ovulus of a kingslock
accumulates a nectar-like secretion that has desirable
antitoxic properties stronger than those of typical
antitoxins. When you drink 1 dose of this antitoxin, you
gain advantage on saving throws against poison for one
hour, and if the poison is worth 500 gp or less, the poison
immediately ends for you. Alternatively, the GM may
decide this antitoxin is the cure for a specific poison.
Botanist's Guide
20
Manticore’s Tail Needlewrack Balm. The mucilage from needlewrack is
Manticore’s tail is a family of ferns that grow abundantly used as an anti-clotting agent during surgeries or an anti-
in wet forests and meadows with water-retaining soil. stress medication. As an action, you can apply this balm
Each stem sprout up to twenty thin leaves that resemble to a creature’s skin. For the next hour, any clotting effects
the tail spikes of a manticore, a shape unique to the afflicting the creature is suppressed, and the creature
manticore’s tail. They are sometimes confused with has advantage on saving throws made to maintain
horsetails and mare’s tails, which have no medicinal concentration.
properties.
Needlewrack Balm Recipe
Harvest. You can use an action to pick a manticore’s
tail. Each stem sprouts 4d6 thin green leaves. Primary Ingredient: 1 dose of needlewrack mucilage,
fresh
Tail Tonic. Crushed manticore’s tail carry anti-toxic
Secondary Ingredients: Pale fern (1 handful), salt (1
properties. When you ingest 1 ounce of tail tonic, any
pinch), powdered gorgon bone (1 ounce)
secondary effects caused by a poison are temporarily
Procedure: Crush for 10 minutes, swill the extract for 10
suppressed for up to 10 minutes.
minutes, and air dry for 1 hour
Check: DC 13 Wisdom check using herbalism kit
Potion of Lava Immunity Recipe
Success: 1 handful of needlewrack balm, or 2 handfuls if
Primary Ingredient: At least 20 manticore’s tail leaves you succeed on the check by 5 or more
Secondary Ingredients: Pale frog mucus (1 oz),
dehydrated carbon cobra venom (1/4 oz)
Procedure: Mix for 1 minute, then press for 1 hour Roguesknife
Check: DC 13 Wisdom check using herbalism kit or This rare herb grows in warm temperate locations, easily
Medicine recognized by its sharp jagged leaves. Its unusual vein
Success: 1 ounce of tail tonic pattern mirror that of dripping blood and culminates to
a deep crimson coloration at the tip. Merchants once
traveled to distant places to obtain roguesknife, but
Needlewrack modern greenhouses can simulate the required climate
This rare small cactus grows only in the harshest deserts. conditions for the plant. Each one takes years to fully
Their mucilage, the sticky substance that lines the cactus mature and sells for a small fortune on the market.
stem, contains highly concentrated physiological agents
Harvest. You can use an action to slice a roguesknife
that wards predators while allowing small insects to
plant and harvest its leaves by making a DC 13 Strength
pollinate their flowers. This substance can serve both
(Nature) check. On a success, you obtain 2 viable
good and evil purposes in the experienced hands. Certain
roguesknife leaves. On a failure, you only obtain 1 and
desert monasteries train their monks in the art of the
ruin the rest.
needlewrack, from the development of immunity against
its poison to the martial art of healing and harming. Rogueseye Powder. Ground roguesknife leaf creates
rogueseye powder, named functionally for their spying
Harvest. You can attempt to harvest a small sample
purposes. You can use an action to inhale a pinch of this
of the needlewrack’s mucilage over the course of a
powder. Until the end of your turn, you gain blindsight
minute by making a DC 17 Dexterity (Nature) check. On
out to 30 feet as your sensory awareness briefly expands.
a success, you obtain 1 dose of mucilage. On a failure,
Some criminals use specially-designed ejector vials to
you jab yourself with a needle and subject yourself to the
expel the powder quicker. While you have this special vial,
effects of needlewrack poison presented below.
you can use a bonus action instead of an action to inhale
Needlewrack Poison. The mucilage from needlewrack the powder.
can be safely ingested as a delicacy, but inflicts a deadly
disease when it enters the bloodstream. This expensive Rogueseye Powder Recipe
poison is an injury poison (the poison can be applied to
Primary Ingredient: 3 roguesknife leaves
weapons, ammunition, trap components, or objects that
Secondary Ingredients: Calcium (1 oz), surge willow
deal piercing or slashing damage. It remains potent until
bark shavings (2 oz)
delivered through a wound or washed off). A creature
Procedure: Bake at 400 degrees for 3 hours, then
subjected to this poison must succeed on a DC 15
pulverize all ingredients into powder (usually 1 hour)
Constitution saving throw or become poisoned. While
Check: DC 15 Strength check using herbalism kit
poisoned, the creature is inflicted with a disease that
Success: 1 pinch of rogueseye powder
prevents its blood from clotting, prevents it from regaining
hit points, and causes it to lose 1d4 hit points every 10
minutes. If the disease reduces the creature to 0 hit
points, it does not die and instead falls unconscious until
the disease ends.
Botanist's Guide
21
Soldier Apple
Tales of one-soldier rampages that devastate entire
squads trace back to this tree. Known as swordapple
among academic botanists, soldier apples grant short
bursts of strength and vitality. Soldier apple trees grow
an extensive root network, absorbing nutrients from
neighboring plants and clearing the immediate area of
other trees. As a result, soldier apples always appear to
grow in remote locations, attributing a divine reputation
to its presence.
Harvest. You can use an action to pick an apple from a
soldier apple tree. Such apples typically grow at heights
of 20 feet or higher, requiring a ladder or a successful DC
13 Strength (Athletics) check to climb the tree. Up to 1d6
ripe apples can be found on each tree at a time.
Soldier’s Apple. The soldier’s apple grants improved
strength and vitality. As an action, you can eat a soldier’s
apple and gain 10 temporary hit points, as well as a +1
bonus to attack and damage rolls with weapon attacks
you make using Strength. After 1 minute, any bonuses
and remaining temporary hit points disappear.
Spriteswing
Sacred Celestial Horn
The tiny spriteswing grows just about anywhere, but
The rare celestial horn grows in secluded natural areas
flourish in feytouched places like the Glimmerreach.
touched by the divine, typically in a high-altitude wooded
Their four translucent petals resemble a pair of sprite’s
environment. It blooms only once every century beneath
wings and make them hard to spot, requiring 10 minutes
the light of a full moon, secreting a special nectar that
and a successful DC 15 Wisdom (Perception) check to
retains the magical properties of its environment.
locate. Travelers on the road like to pick and chew on
Colloquially known as angel’s tears, the spiritual
spriteswing flowers to keep themselves awake on long
properties of this nectar attracts thousands of religious
journeys.
pilgrimages each year. If the celestial horn is moved and
grown in an environment that does not receive moonlight Harvest. You can use an action to pick a spriteswing
or divine aura, it slowly withers over the course of a year. flower and pluck its petals.
Harvest. As an action, you can drain one ounce of Spriteswing Oil. Processed spriteswing induces minor
nectar from a celestial horn while it is in bloom. Each dream-like properties that prevent sleep. As an action,
celestial horn produces only one ounce of nectar each you can apply a dab of this oil to a creature’s tongue. For
time it blooms. the next minute, magic cannot put the creature to sleep.
The creature also has trouble sleeping for the next 10
Angel’s Tears. When you drink this nectar, you fall
minutes. Overuse of spriteswing oil may cause a creature
unconscious for 10 minutes. You immediately regain hit
to receive horrid nightmares from staying awake for
points equal to half your maximum and end all conditions
extensive periods.
causing you to be charmed, frightened, or poisoned. You
then establishes a spiritual connection with a deity you
Spriteswing Oil Recipe
worship and can freely communicate with the deity until
you reawaken. The deity may not be friendly to you, but Primary Ingredient: At least 5 spriteswing petals, fresh
is generally impressed by the lengths you went to obtain Secondary Ingredients: Rock salt (1 pinch)
this nectar, improving its general attitude. You may make Procedure: Press and squeeze until liquified (usually 1
a small request of the deity (such as questions, boons, or hour)
assistance) and the GM decides how the deity responds. Check: DC 13 Wisdom check using herbalism kit or
Providing answers, a feat, an item, or a cure would be Medicine
appropriate. Success: 1 dose of spriteswing oil containing 1d3 dabs
Botanist's Guide
22
Surge Willow Titangrip Gel. The gel from titangrip leaves is
This crooked tree is grows along the river banks and cliff- hydrophilic and stores absorbed water. Each ounce of
edge ponds in high altitude environments, eager for the ingested titangrip gel provides you with 1 hour of water
wild energy impressed by lightning strikes. Commonfolk up to a maximum of 4 hours, but imposes disadvantage
aware of this natural relationship cultivate surge willows on Wisdom saving throws you make for the duration.
around their mountain villages to draw the ire of a Additionally, each pound of gel ingested also removes
lightning bolt away from their homes. 1 level of exhaustion. You can only remove 1 level of
exhaustion this way once between long rests.
Harvest. Surge willow gear must be crafted from core
wood taken from a surge willow’s trunk. You can fell a Titangrip Resin. Processed titangrip gel amplifies its
mature Large surge willow with appropriate tools (an axe) benefits. As an action, you can ingest 1 ounce of titangrip
by making a Strength (Nature) check. Consult the Surge resin, which provides you with 8 hours’ worth of water.
Willow Felling table to determine how long this takes. For the next hour, you have advantage on Strength
checks, Strength saving throws, and Constitution saving
Surge Willow Felling throws.
Botanist's Guide
23
Divine Favors
Original Release: August 2022
This section presents items that a character may find The golden gods can serve as inspiration for existing gods,
during a celestial adventure. Many of these items are translating, modifying, or incorporating certain Aureliate
intricately linked to a golden pantheon of ten deities aspects. For example, a god of the heavens shares many
called the Aureliate, but are designed such that they similarities with Halean and may favor radiant damage,
can apply to any god. If using the Aureliate, the original grant Halena’s boons, or equip a champion with the
compendium presents a rich set of backgrounds, quests, brilliant Aubade Core flail. The gods also follow a few
boons, relationships, and personality traits for the ten simple design rules that can be easily exchanged for
deities, as well as their champions and enemies. others gods. The table below lists some of their traits.
Aureliate Deities
Deity Domain Alignment Favored Material Favored Damage Recognized Symbol
Arathin Knowledge and Death N Quartz Force Broken Feather
Brodduix Earth and Decay LE Rusted Clay Necrotic Circular Sprig of Thyme
Eurys Shadow and Trickery NE Opal Poison Three Masks
Halean Sun and Life NG Orange Topaz Radiant Sun-Topped Pyramid
Ondrea Valor and Justice LN Adamantine Thunder Hammer Oriented Up or Down
Palarok Fire and Creation N Black Iron Fire Ash-Laden Iron Urn
Perlunas Moon and Tranquility CG Silver Psychic Closed Eye
Qhyrra Ruin and Suffering CE Blood Ruby Acid Bloody Stiletto Dagger
Vordin Storms and Destiny CN Mithril Lightning Pair of Blackened Shackles
Yllyana Love and Preservation LG Diamond Cold Hexagonal Shield
Divine Favors
24
Ruin
Agony
Aurelic Artifacts
The following artifacts are directly related to gods of the
Aureliate, each a physical fragment of the god. Each
artifact unlocks new features based on a character’s
dedication to a god, measured in worship ranks: Envoy,
Herald, Champion, and the plot-related Ascendant.
These ranks are granted at GM’s discretion. The
Aureliate sections provides more details and
suggestions for increasing these ranks.
Divine Favors
25
Aubade Core
Weapon (flail),
artifact (requires attunement)
This flail is a fragment of Halean the
Dawnbearer, bestowed upon a worthy
champion chosen by the God of Sun and
Life. The spiked head illuminates a simple
path for Halean and his followers: repel the
dark, attend the wounded, and cultivate the
weak. The weapon judges not its wielder’s
true intentions as long as these tenets are
followed.
To attune to this flail, you must spend the
duration of the attunement period basking in
direct sunlight without interruption. If you are
not a follower of Halean or his principles, you
must make a DC 15 Constitution saving throw
to attune to the flail. On a failed save, you take 4d8 Aubade Core
radiant damage.
Divine Favors
26
Crown Judgment
Crown Judgment
Weapon (warhammer), artifact (requires attunement)
This warhammer is a fragment of Ondrea the Unyielding
Judge, bestowed upon a worthy champion of the God of
Valor and Justice. Champions who wield this hammer are
charged with dutifully dispensing justice upon the world,
though the type of justice is not specified. They push
heroically into the unknown, facing their fears head-on.
To attune to this warhammer, you must spend the
duration of the attunement period facing one of your fears
with weapon in hand. If you are not a follower of Ondrea
or her principles, you must succeed on a DC 15 Wisdom
saving throw to attune to the warhammer. If you fail, you
take 4d8 thunder damage and is thrown up to 50 feet
away from the weapon.
Semi-Sentience. This warhammer is imbued with
a portion of Ondrea’s logic. Crown Judgment is a semi-
sentient lawful neutral weapon with a Wisdom of 15 and
a Charisma of 11. It cannot see or communicate, but
can sense the intentions and actions of its wielder. If
the wielder refuses to pass judgment or retribution, the
warhammer subtly casts suggestion (save DC 18) on the
wielder to convince it otherwise.
Envoy. The warhammer grants the following benefits
while you are Ondrea’s envoy:
Divine Favors
27
Eulogy
Weapon (dagger), artifact (requires attunement)
This stylus-like dagger is a fragment of Arathin the Sleeper Eulogy
in Veils, wielded by a worthy champion of the God of
Knowledge and Death. Unlike its brethren, it is not granted
by the sleeping god but passed between champions,
newly chosen when they perish. The weapon’s thirst is
indiscriminate, driven to collect any available knowledge
for the day its god reawakens from his eternal slumber. In
the hands of unguided champions, it has taken countless
lives in its quest — for better or for worse.
To attune to this dagger, you must use it to write a down
your deepest secret over the course of the attunement
period, dipped with at least 10 drops of your blood for ink.
If you are not a worshiper of Arathin, you must succeed
on a DC 15 Intelligence (History) check to attune to the
dagger. If you fail, you take 3d6 force damage and your
secret is telepathically broadcast to every creature in a
1-mile radius.
Semi-Sentience. This dagger binds a portion of
Arathin’s mind within it. Eulogy is a semi-sentient lawful
neutral weapon with a Wisdom of 13 and a Charisma of Champion. While you are a champion of Arathin, the
15. It cannot see or communicate, but can empathically dagger grants the following additional benefits:
sense the intentions, actions, and writings of its wielder.
If the wielder willingly passes or ignores a major secret, ●● The dagger’s bonus to attack and damage rolls
the dagger subtly casts suggestion (save DC 18) on the increases to +3.
wielder to convince it to unearth that knowledge. It may ●● You can cast a special version of speak with dead from
also nudge toward alternative goals outlined by Arathin the dagger at will, targeting only corpses that have died
prior to his slumber. within the past minute. These corpses answers only
Envoy. While you are an envoy of Arathin, the dagger one question instead of the normal five. When you ask
grants the following benefits: this question, you can compel the corpse to answer,
forcing it to make a DC 17 Wisdom saving throw using
●● The dagger grants a +1 bonus to attack and damage its ability modifiers from when it was alive. On a failed
rolls made with it, and deals an extra 1d6 force damage save, the corpse must offer a truthful answer (though
to targets it hits. the answer can still be brief or cryptic).
●● You can use a bonus action to teleport the dagger back ●● The saving throw DC for the dagger’s spells increases
to your hand from anywhere provided it is on the same to 17. Immediately before you cast a spell from the
plane of existence that you are on. dagger, you can use a bonus action to dip the dagger
●● You can no longer fall asleep, though you still require into a creature’s blood as ink for the sigils, expending at
rest to reduce exhaustion or benefit from a short or least 10 drops of its blood. If the cast spell forces that
long rest. creature to make a save, it has disadvantage on it.
Herald. While you are a herald of Arathin, the dagger Destroying the Dagger. To destroy Eulogy, it must be
grants the following additional benefits: slashed, clawed, or defaced once each by 101 undead
in the soul-laden city of Iridell, each more powerful than
●● The weapon’s bonus to attack and damage rolls the last. After this, the dagger must be used to write a
increases to +2. fundamental lie about Arathin on a piece of parchment,
●● While holding the dagger, you have resistance to force after which it crumbles into golden dust from the effort.
damage. Ascendant Aurelic. While wielded by Arathin or an
●● While holding the dagger, you can cast the following ascended mortal imbued with the god’s cosmic power, the
spells from it by drawing divine sigils in the air (save dagger reveals a fragment of its full potential. Its wielder
DC 15): detect thoughts, enhance ability (choosing gains truesight out to 300 feet and cannot be harmed by
Intelligence only), or vampiric touch. Once you use the undead. Additionally, the wielder can use a bonus action
dagger to cast a spell, that spell can’t be cast from it to cast finger of death or etherealness from the dagger at
until the next dusk. will (save DC 20).
Divine Favors
28
Hexaegis
Shield, artifact (requires attunement)
This shield is a fragment of Yllyana the Frostborn Maiden,
granted to a worthy champion of the God of Love and
Preservation. It is always cold to the touch, though the
chosen few remain warm through their devotion. The
God presents this shield to those who would protect
others from harm, especially from the machinations
of other gods.
To attune to this shield, you must spend the
duration of the attunement period standing at
least knee-deep in a natural body of ice water
with the shield at your side. The shield gains a
thin layer of frost at the end of this period.
Envoy. The shield grants the following
benefits while you are Yllyana’s envoy:
Herald. The shield grants the following additional ●● At the end of each of your turns, if you have moved 5
benefits while you are Yllyana’s herald: feet or less since the start of the turn while you wield
this shield, you can grant half cover to one ally of your
●● The shield’s bonus to AC increases to +2. choice within 5 feet of you. You share this cover until
●● The shield grants 35 temporary hit points instead of the start of your next turn, until you move, or until the
25 when you finish a long rest. A creature with these ally moves more than 5 feet away from you.
temporary hit points now gains an icy appearance, has
advantage on Constitution saving throws, and cannot Destroying the Shield. To destroy Hexaegis, it must be
be magically aged. brought to the burning magma vents of the Edgemantle
miles beneath the planet’s surface. The shield must lay in
●● While you wield this shield, you have resistance to cold
the magma for one month, after which it finally succumbs
damage and are immune to the negative effects of cold
to the heat and melts into golden dust.
weather.
Ascendant Aurelic. While wielded by Yllyana or an
Champion. The shield grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Yllyana’s champion: shield reveals a fragment of its full potential. The wielder
gains 50 temporary hit points at the start of each of its
●● The shield’s bonus to AC increases to +3. turns. Additionally, its wielder is always surrounded by
●● The shield grants 50 temporary hit points instead of 35 an aura of ice that slows every creature within a 60-foot
when you finish a long rest. radius, subjecting them to the effects of a slow spell. The
●● While this shield is on your person, any structure you wielder and any creatures they designate are exempt from
are in is immune to damage. this property.
Divine Favors
29
Pale Respite
Pale Respite
Wondrous item, artifact (requires attunement)
This helmet is a fragment of Perlunas the
Nightwarden, granted to a worthy champion of the
God of Moon and Tranquility. Often, a champion is
chosen among those who need peace and quiet, a
humble guardian dedicated to tranquility beneath the
moon. As such, Perlunas discriminates against no
mortal, even worshipers of an opposing god.
This helmet can be used as a spellcasting focus. To
attune to this helmet, you must spend the duration
of the attunement period wearing the helmet in direct
moonlight.
Envoy. The helmet grants the following benefits while Champion. The helmet grants the following additional
you are Perlunas’s envoy: benefits while you are Perlunas’s champion:
●● The helmet sheds dim light in a 20-foot radius. You can ●● The helmet has 9 charges instead of 7.
use a bonus action to suppress this light for 1 minute. ●● The saving throw DC and spell attack bonus for
●● The helmet has 5 charges and regains expended spells cast from this helmet increases to 17 and +9,
charges daily at dusk. While you wear this helmet, respectively. You can also expend 3 charges to cast
you can expend the required charges to cast one of moonbeam at 4th-level from the helmet. A creature in
the following spells from it (save DC 13, +5 to hit for this spell’s area also cannot benefit from invisibility.
spell attacks): calm emotions (2 charges), guiding bolt ●● You always have the benefits of a protection from evil
(1 charge), protection from evil and good (1 charge), and good spell. If a creature that this spell protects
sanctuary (1 charge). against misses you with an attack roll, you can use your
●● While wearing the helmet, you have advantage on reaction to expend 3 charges and cast banishment on it
saving throws to avoid or end the frightened condition (save DC 17).
on yourself.
Destroying the Helmet. To destroy Pale Respite, it
Herald. The helmet grants the following additional must be brought to Herzinan’s Palace in the Cinderdeep
benefits while you are Perlunas’s herald: and submerged in the soul-laden blood from the Fountain
of Corpses for 1 month. The blood bends the helmet to its
●● The helmet has 7 charges instead of 5. will, after which it can be crushed into golden dust with a
●● The saving throw DC and spell attack bonus for maul crafted from darkstone.
spells cast from this helmet increases to 15 and +7, Ascendant Aurelic. While worn by Perlunas or an
respectively. You can cast the following new spells from ascended mortal imbued with the god’s cosmic power, the
it, expending the required charges: detect thoughts (2 helmet reveals a fragment of its full potential. Its wearer
charges), mass healing word (3 charges), remove curse always has the benefits of a mind blank spell and can
(3 charges). use a bonus action to cast holy aura from the helmet at
●● While wearing the helmet, you have resistance to will without requiring material components (save DC 20).
psychic damage. This spell does not require concentration to maintain.
Divine Favors
30
Shattered Horizons
Weapon (spear), artifact (requires attunement)
This spear is a fragment of Vordin the Shackled Seer,
granted to a worthy champion of the God of Storms and
Destiny. The spear crackles with blue-white lightning,
capable of piercing the confines of fate to forge new
destinies. Vordin bestows such a spear in times of great
need: to those who yearn for freedom or to those who Shattered Horizons
display an unbreakable will — and perhaps one day free
the god from his prison.
To attune to this spear, you must spend the duration of
the attunement period at the highest location within a Champion. The spear grants the following additional
10-mile radius pointing the spear to the sky, after which benefits while you are Vordin’s champion:
storm clouds appear and roil above you. At the end of the
duration, lightning strikes the spear, forcing you to make ●● The spear’s bonus to attack and damage rolls increases
a DC 15 Constitution saving throw. On a success, you to +3.
attune to the spear. On a failure, you do not attune and ●● As an action, you can throw this spear and transform
take 6d6 lightning damage. it into a long bolt of lightning that hits a point you can
Envoy. The spear grants the following benefits while see within 300 feet of you. Each creature within 5 feet
you are Vordin’s envoy: of that line must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes 4d6 lightning damage
●● The spear grants a +1 bonus to attack and damage rolls and if it is Medium or smaller, is pushed 10 feet away
made with it, and deals an extra 1d6 lightning damage from the line. On a success, a creature takes half as
to targets it hits. Immediately after you throw or make much damage and is not pushed. Medium or smaller
a ranged attack with this spear, you can cause it to objects also take this damage and is pushed 10 feet
teleport back to your hand. from the line. This property can’t be used again until
●● When you fail an attack roll with this spear or an ability the next dawn.
check while holding it, you can re-roll the die and must
Destroying the Spear. To destroy Shattered Horizons,
use the new result. This property can’t be used again
it must be brought to the Timeless Infinity, a demiplane
until the next dawn.
outside of time where futures and pasts can be viewed.
Herald. The spear grants the following additional When submerged into the Finite Continuum, the spear
benefits while you are Vordin’s herald: splits into three spectral forms, each of which must be
fed to a possibility leech, a temporal malefice, and a
●● The spear’s bonus to attack and damage rolls increases chronal paradict. With all its destiny absorbed, the spear
to +2. crumbles into golden dust.
●● Immediately before teleporting the spear back to your Ascendant Aurelic. While wielded by Vordin or an
hand, you can use a bonus action to teleport to an ascended mortal imbued with the god’s cosmic power, the
unoccupied space closest to the target of your throw or spear reveals a fragment of its full potential. The spear’s
attack. This property can’t be used again until the next short and long ranges are multiplied by 100, and a storm
dawn. perpetually brews overhead. Its wielder can use a bonus
●● While you hold this spear, you have resistance to action to cast control weather or foresight from the spear
lightning damage. at will.
Divine Favors
31
Traitor’s Tongue
Weapon (rapier), artifact (requires attunement)
This rapier is a literal fragment of Eurys the Silent Faces,
stolen by a worthy champion of the God of Shadow and
Trickery. Champions who wield this weapon do so on the
tides of chaos with no guidance from the deity, gloriously
sowing chaos across the Material Plane.
If you did not trick, steal, or otherwise deceptively obtain
this rapier, you must succeed on a DC 15 Charisma
saving throw to attune to it. If you fail, you become
poisoned for 1d4 hours. While poisoned this way, you are
compelled to give away all your belongings, including this
blade.
Semi-Sentience. This rapier is forged from a portion of
Eurys’s tongue. Traitor’s Tongue is a semi-sentient chaotic
evil weapon with a Wisdom of 13, and a Charisma of
15. It cannot see or communicate, but can empathically
sense the intentions and actions of its wielder. Once
per day, if its wielder pulls a deadly or incredible trick,
the rapier replenishes 2 expended charges (at GM’s
discretion). Traitor’s Tongue
Envoy. The rapier grants the following benefits while
you are Eurys’s envoy:
Divine Favors
32
Witherstep
Wondrous item, artifact (requires attunement) Witherstep
These boots are a fragment of Brodduix the Dustcaller,
worn by a worthy champion of the God of Earth and
Decay. The boots hold no ill will or intent towards
the living; it exists only as a necessary part of the
cycle’s eternal push and pull. Champions bestowed
with these boots seek to return all things to their
original natural state — scattered among stones
as part of the earth.
To attune to these boots, you must wear them
and spend the duration of the attunement
period partially buried in natural earth or
darkness. If you are not a follower of Brodduix,
you must succeed on a DC 15 Wisdom (Nature)
check to attune to the boots. On a failure, you take
4d8 necrotic damage.
Envoy. While you are an envoy of Brodduix, the
boots grant the following benefits:
Divine Favors
33
Worldshapers
Wondrous item, artifact (requires attunement)
This pair of gloves are fragments of Palarok the
Allsmith, bestowed upon a worthy champion
of the God of Fire and Creation. They are a
piece of the hands that molded the world in its
current image and still retain a sliver of that
transmutative power. Champions who wear
these gloves are empowered to do as they
please, to create incredible artistic works or
destroy them.
To attune to these gloves, you must spend
the duration of the attunement period
wearing them and using them to sculpt a
religious figurine from clay. If you are not a
follower of Palarok, you must succeed on a DC Worldshapers
15 Dexterity check to attune to the gloves. If you
fail, you also take 3d8 fire damage.
Envoy. The gloves grant the following benefits
while you are Paralok’s envoy:
Divine Favors
34
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.
Ambrosia of Champions
Potion, rare
This heavenly tonic is usually granted directly by a deity
to a follower, though some devoted sages can brew them
through a specific set of circumstances. The red-orange
liquid fizzles like fermented ale, bubbles swirling within.
When you drink this potion, you gain the following
benefits for 1 hour:
Ambrosia of Champions
●● Once on each of your turns, when you deal damage to
a target with an attack roll, the target takes an extra
1d6 radiant damage. The GM may replace this damage
type with another appropriate to the deity this potion is
dedicated to.
●● If you would be reduced to 0 hit points or die, you
can choose to drop to 1 hit point instead (no action Aureliate Nectar
required). If you do, the effects of this potion then
immediately end.
Aureliate Nectar
Potion, very rare
This ambrosia is usually granted directly by gods of the Belt of Celestial Prestige
Aureliate Pantheon, appearing when a hero needs it Wondrous item, very rare (requires attunement)
most. Sometimes, a hero seeks this hidden nectar, an
ordeal that proves their worth. The god’s favored material This belt empowers those who wear it with blessed
floats gently within the thick golden liquid. celestial attributes. Such a belt is often granted by a
deity to a newly chosen champion, though ambitious
When you drink this potion, you gain the following archmages could theoretically craft one on their own.
benefits: Each one is cut from the hide of a divine ox and stitched
●● If you have fewer than half your hit points remaining, together with the hairs of a celestial entity. Gemstones
you set your current hit points to half your maximum. embedded along its length glow to indicate its remaining
charges, ringed by gold smelted from riches taken from a
●● You end any effects causing you to be charmed,
deity’s coffers.
frightened, or poisoned.
●● If you are an envoy or herald of an Aureliate god, you To attune to this belt, you must wear it for the duration. At
become a herald or champion, respectively. the end of the duration period, you attune to the belt and
must make a DC 17 Charisma saving throw. On a failed
save, you attract the attention of a celestial creature that
Band of Devotion instantly learns where you are (at GM’s discretion).
Wondrous item, uncommon Celestial Transformation. While you are attuned to
The power inside this ring is fueled by devotion to a this belt and wearing it, you have a flying speed of 40 feet
deity and does not function otherwise. While you wear and your choice of Strength, Wisdom, or Charisma score
this ring, when a creature whose alignment does not increases by 2. You make this choice each time you attune
match your deity’s alignment attempts to attack you, you to this belt.
can use your reaction to cast sanctuary from this ring Spellcasting. This belt has 6 charges and regains
without providing material components. The spell takes 1d4 + 2 expended charges daily at dawn. While wearing
effect before your attacker makes the attack, imposing this belt, you can expend the required number of charges
disadvantage on the attack roll. to cast the following spells (save DC 17, +9 to hit with
Once you use this feature, this spell can’t be cast from spell attacks): beacon of hope (3 charges), branding smite
the ring again until the next dawn. (2 charges), commune (3 charges), guiding bolt (1 charge).
Divine Favors
35
Bloody Strife
Bloody Strife
Weapon (greatsword),
legendary (requires attunement)
This massive sword belongs to Khalorr, the
Archon of Conflict. The blade is forged from
the metallic heart of an ancient epikor dragon
slain through a century of persistent conflict,
adorn with a ruby grown in the searing heat of the
Edgemantle.
You must have a Strength score of 19 or higher to
pick up or wield this massive weapon. It grants a +2
bonus to attack and damage rolls made with it and
deals an extra 1d6 damage to targets you hit with it.
Grand Blade. This weapon has a reach of 10 feet.
Whenever you attack a creature 10 feet away from you
using this weapon, you can make one additional attack
against another creature in a space directly between you
and that target. You make this attack with disadvantage.
Battle Rush. While attuned to this weapon, you are
always prepared to fight. When you roll for initiative,
you can add a d6 to the initiative check and your speed
increases by 10 feet until the end of your first turn.
Warmaker. When you roll for initiative, you can let
out a warcry to gather your allies (no action required).
You and each ally of your choice within 30 feet of you
gains the benefits of your Battle Rush property and 20
temporary hit points. Once you use this property, it can’t
be used again until the next dawn. Braceers of Zealotry
Sentience. Bloody Strife is a sentient, lawful neutral
greatsword with an Intelligence of 12, a Wisdom of 10,
and a Charisma of 18. It has hearing and darkvision out
to a range of 120 feet. It can speak, read, and understand
Common, and its voice sounds thick and choked with Bracers of Zealotry
blood. Bloody Strife seeks the thrill of battle for causes Wondrous item, uncommon (requires attunement by a
both good and evil and urges you to resolve all conflicts Cleric or Paladin)
with violence no matter how trivial.
Bloody Strife’s seemingly chaotic personality is These bracers are worn by the most devoted of deities,
bounded by lawful values. As an instrument of war, it typically by worshipers or divine proxies who need
wishes only to participate in conflicts that have real stakes to channel their religious fanaticism. When shaped
as opposed to violence for violence’s sake — though it properly, the bracers allow Gods to briefly inhabit them to
doesn’t much care how significant or meaningless the communicate with their champions or empower them to
stakes may be. If you attempt to resolve any dispute overcome an insurmountable obstacle.
without combat (lethal or nonlethal), it withholds the While you wear this bracer, you are always aware of the
Battle Rush and Warmaker properties in the hopes that presence of celestials within 30 feet of you. Additionally,
the next person you lose to will become its new wielder. you can tap these bracers together to regain a use of your
You can attempt to convince Bloody Strife to restore the Channel Divinity feature (no action required). Once you
properties at the end of a long rest by succeeding on a have regained a use of your Channel Divinity, you can’t
contested Charisma check against it. use this feature again until you finish a long rest.
Divine Favors
36
Horn of Extravagant Wealth
Divine Favors
37
Guide to the Cosmos
Moon Shard
Sun Shard
Moon Shard
Weapon (dagger), legendary (requires attunement)
A miniaturized moon is magically suspended in the blade,
radiating dim light and cold. The hilt chills you on contact,
warding off wielders of weak will.
You have a +2 bonus to attack and damage rolls made
with this magic weapon. While attuned to this dagger, you
deal an extra 1d8 cold damage to each creature you hit
with it, and you have resistance to cold damage.
Moonlight. While you are attuned to this weapon,
the miniature moon emits dim light up to 20 feet. A
shapechanger in this light must succeed on a DC 17
Constitution saving throw at the start of its turns, or
instantly revert to its original form and can’t assume a
different form until it leaves the moon’s light.
Tide Caller. While holding this dagger, you can use
an action to magically move or redirect the flow of water
within a 5 foot cube within 30 feet of you. Additionally, if
you score a critical hit or reduce a creature to 0 hit points
with this weapon, water surges from your target. Up to
two creatures of your choice within 10 feet of the original
target takes 1d8 cold damage and falls prone.
Void Shard
Lunarcy. While wielding this dagger, you can use an
action to cast confusion (save DC 17), targeting only one
creature you can see. Once used, this property can’t be
used this way again until the next dusk.
Sun Shard
Weapon (shortsword), legendary (requires attunement)
A miniaturized sun is magically suspended in the blade,
radiating intense heat and light. The hilt burns on contact,
warding off wielders of weak will.
You have a +2 bonus to attack and damage rolls made
with this magic weapon. While attuned to this sword, you
deal an extra 1d8 fire damage to each creature you hit
with it, and you have resistance to fire damage.
Sunlight. While you are attuned to this weapon, the
miniature sun emits bright light up to 10 feet and dim
light for another 10 feet; this light is sunlight. As an
action, you can expand the bright light’s radius to 30 feet
until the start of your next turn.
Atmospheric Armor
Armor (studded leather), common
Auto-Scanner
While wearing this armor, you can use an action to
provide yourself with enough air for an hour, allowing you
to travel through environments without oxygen. You can Auto-Scanner
use this action again when you finish a long rest, or when Wondrous item, technomancy, uncommon (requires
you spend at least 1 hour of concentration to magically attunement)
refill the suit’s oxygen supply. Any pilot or marksman worth their stardust will make use
of an auto-scanner. This visor has two modes, and you
can use a bonus action to switch between them. While
wearing the visor, you gain the benefits conferred by the
chosen mode:
Belt of Asteroids
●● Target Assist. You have a +1 bonus to attack rolls you
make with a nonmagical weapon.
●● Motion Detection. You have a +1 bonus to your Wisdom
(Perception) checks, and you cannot be surprised.
Belt of Asteroids
Armor (belt), uncommon (requires attunement)
An odd familiar pattern has corroded or etched itself into
the rim of the leather strap. While wearing this belt, you
can use an action to touch up to five Small rocks and
imbue them with magic. For the next minute, they float
within 5 feet of you, granting a +1 bonus to your AC until
all of your rocks are gone.
As an action, you may magically hurl a rock at a target
within 60 feet. You make a ranged attack with proficiency
using your Dexterity modifier, dealing 1d8 bludgeoning
damage on a hit.
Helix Thunder
Hyperion Rail-7
Mini-Comet Mini-Meteor
Wondrous item, uncommon
This object is more than a chunk of ice and rock, feeling
oddly heavier than its size would suggest. It almost feels Mini-Meteor
like an entire comet was miniaturized to form this item. Wondrous item, uncommon
As an action, you can throw this comet at a target within As an action, you can throw this meteor at a target within
60 feet. You make a ranged attack using your Dexterity 60 feet. You make a ranged attack using your Dexterity
modifier, dealing 1d8 bludgeoning and 1d8 cold damage modifier, dealing 1d8 bludgeoning and 1d8 fire damage
on a hit. The comet can then be retrieved if it did not on a hit. The meteor can then be retrieved if it did not
break. break.
Whether the attack hits or misses, the comet leaves Whether the attack hits or misses, the meteor leaves a
a 5-foot wide trail of ice flurry on its way to the target, 5-foot wide trail of opaque smoke on its way to the target,
which remains suspended in space for a minute. For the which remains suspended in space for a minute. For the
duration, the trail’s area is considered difficult terrain. duration, the trail also sheds dim light up to 20 feet.
Neutron Starhammer
Weapon (warhammer), rare (requires attunement)
This exceptionally heavy warhammer is nearly impossible
to pick up, but an attuned creature can somehow lift and
swing it normally.
Ultra Hefty. This weapon can only be wielded by
creatures with a Strength score of 19 or higher.
Magic Density. This weapon can only be lifted by
a creature attuned to it, or by succeeding on a DC 20
Strength check.
Dense Star. When you hit a target with this magical
weapon, you deal an extra 1d4 bludgeoning damage. At
the start of your turns, if you have hit a hostile creature
with this warhammer since the start of your previous
turn, the size of the extra damage die increases by 1
(e.g. d4 increases to d6), up to a d20. If you have not hit
a creature since the start of your last turn, the die size
instead decreases by 1.
Siege Weapon. This weapon deals double damage to
constructs, objects, and structures.
Nova Grenade
Wondrous item, rare
As an action, you can throw this grenade at a point you
can see within 30 feet of you, or launch it as ammunition
from a cannon. Upon impact, the grenade releases a
blinding burst of light visible up to 1 mile away. Each
creature within 20 feet of the grenade must make a
DC 15 Constitution saving throw. A creature that fails
this save takes 2d8 radiant damage and is blinded for
1 minute. On a successful save, it takes only half as
much damage and is not blinded. A blinded creature can
repeat the save at the end of each of its turns, ending the
condition on itself on a successful save.
Neutron Starhammer
Starburst Cannon
System Ring
Ring, rare (requires attunement)
This ring exerts its own gravitational pull, as if you were
a star system. You have a +2 bonus to your AC against
projectiles while wearing this ring.
Gravitic Orbit. While wearing this ring, you create
an orbit around you. When a creature misses you with
a ranged attack, you can use your reaction to catch the
projectile in your orbit. Each projectile orbits you for 1
minute or until you use a bonus action to make a ranged
attack with a projectile using your Dexterity modifier.
You make this attack with proficiency, regardless of your
Sun Slayer
weapon proficiencies, and the projectile has a normal
range of 30 feet and a long range of 90 feet. You can only
have up to two projectiles in your orbit at a time.
Boosters
Boosters in the cosmos are similar to traditional potions
except they are nonmagical items created by advanced
science and alchemy.
Unless otherwise specified, they follow the same rules
for potions as outlined in the 5th edition source rulebook.
They are organized by rarity based on their potency
and generally require an action to use unless otherwise Vita-Shot (v2)
specified.
Adrena-Shot
Adventuring gear, booster, uncommon
You can use a bonus action to plunge this syringe into
your body and inject its contents into your bloodstream.
You gain the following benefits provided your creature
type is humanoid:
You can use an action to inject this syringe of nanites into ●● Vita-Gel V2 (common). You regain 2d4+2 hit points.
your body, which grants you the following benefits for 1 ●● Vita-Gel V4 (uncommon). You regain 4d4+4 hit points.
minute:
●● Vita-Gel V8 (rare). You regain 8d4+8 hit points.
●● Your AC cannot be lower than 16, as metallic nanites ●● Vita-Gel V12 (very rare). You regain 12d4+12 hit
coat your body in a thin sheet of armor. points.
●● Whenever you make a Strength check and roll lower
than a 15, you can replace the roll with a 15. Vita-Shot
Adventuring gear, booster, rarity varies
Nanite Shot of Vitality You can use a bonus action to inject this syringe’s
Adventuring gear, booster, rare contents into your body and regain a number of hit points
You can use an action to inject this syringe of nanites into determined by this item’s rarity.
your body, which grants you the following benefits for 1
●● Vita-Shot V1 (common). You regain 1d4+1 hit points.
minute:
●● Vita-Shot V2 (uncommon). You regain 2d4+2 hit
●● At the start of each of your turns, you regain 5 hit points points.
as nanites repair internal damage. ●● Vita-Shot V4 (rare). You regain 4d4+4 hit points.
●● You cannot be blinded, deafened, or poisoned. ●● Vita-Shot V8 (very rare). You regain 8d4+8 hit points.
Atomic Edge
Weapon (battleaxe) Jar of Biomass
Other
The miniaturized particle accelerator in the axehead
hums with a dim orange glow. The stuff inside seems to move of its own accord, though
Matter Smasher. You have a +1 bonus to attack and it may just be a trick of the light.
damage rolls you make with this weapon, and you score As an action, you can throw this jar at a point within
a critical hit on a roll of 19 or 20 with it. Its damage 20 feet, shattering it upon impact and releasing its
is considered magical for the purpose of overcoming alien contents. Roll and consult the Biomass Table to
resistance and immunity to nonmagical attacks and determine the alien’s properties.
damage.
Nuclear Light. The weapon’s head emits dim orange Biomass
light out to 10 feet. d4 Effect
Fission Wave. As an action, you can make a single Gas Bags. Each creature within 5 feet of the jar takes
1
straight slice in the air, cutting any non-living, non-magical 1d8 fire damage.
material within 15 feet of you in a 90-degree arc. This Horrors. Each creature within 10 feet of the jar must
slice instantly cuts through any organic material such as 2 succeed on a DC 13 Wisdom saving throw or be
flesh, wood, or sponge and any soft inorganic material frightened until the start of your next turn.
such as foam or nylon, provided they are not being worn
Talons. Each creature within 5 feet of the jar must
or carried. The slice also creates a 3-foot deep incision in
3 succeed on a DC 13 Constitution saving throw or
hard materials like glass or stone, a 1-foot deep incision take 2d4 piercing damage.
in strong materials like metal, or a 3-inch deep incision
in specially sturdy materials like adamantine, epikor, or Tentacles. Each creature within 5 feet of the jar must
starcore metals. Creatures in the path of this cut must 4 succeed on a DC 13 Dexterity saving throw or be
restrained until the start of your next turn.
also make a DC 15 Dexterity saving throw, taking 3d6
necrotic damage on a failed save or half as much on a
success. You can use this property three times, and regain
expended uses at dawn.
Heat Shield
Atomic Edge
Rites of the
warded, as well as any time in the past, present, or future.
For each year or 10 miles you travel from your current
Infinity Guard
position, you must spend 1 minute rounded up, adjusting
the sundial, concentrating on the destination (as if
Original Release: June 2022 concentrating on a spell), and calculating the trajectory of
your leap. For example, traveling
This section presents items that heroes may find on their 4 to 5 years into the past requires 5 minutes of
journey through time or the Timeless Expanse: a mind- preparation. If this preparatory period is interrupted, the
bending paradoxical demiplane outside time that do not travel fails, but you still expend a use of this property.
follow the normal rules of physics. At the end of the preparation period you and up to five
willing creatures of your choice within 5 feet of you
Artifact: Apotheose Dial teleport to the chosen destination and time, appearing in
The following items hold unfathomable power that can unoccupied spaces nearest to the target. If the destination
change the course of a game. GMs should be careful is vaguely described, the GM decides where you appear.
when adding an artifact to the game. The sundial does not travel with you.
The GM also determines whether this time travel
attracts the attention of the Infinity Guard or a temporal
Apotheose Dial horror. Traveling within 1 month of your current time is
Wondrous item, artifact set generally safe, but you draw more attention if you either
The sundial is an eternal artifact. Some speculate it was travel further in time, travel repeatedly, or disrupt the past.
created by an elder celestial being possibly older than The GM decides what form of time your setting currently
the universe itself. Others believe it to be the creation operates with, such as multiversal paths, strict timeline,
of a gifted chronomancy wizard who fixed the dial temporal river stream, or any combination of them.
permanently in the timestream. Either way, all origins for A creature that has traveled to another destination in
this artifact are untraceable, perhaps indicating it came time and space cannot do so again until it has finished
from an entirely alien cosmos beyond understanding. 1d4 long rests. An Apotheose Dial that has been used
for this feature cannot be used again until 3d6 days have
Two Parts of a Whole. This sundial is a set that consists
passed for it.
of the Chronostad Needle and the Dimensional Sieve.
While the objects are within 100 feet of each other, they Destroying the Sundial. The sundial is an eternal
emit a low vibration until you physically combine them artifact immune to most conventional means of
into a sundial over the course of a short rest, provided destruction. To rid all time of the sundial, the Chronostad
you are attuned to both objects. Once combined, Needle must be consumed a cosmic entity that represents
the Chronostad Needle and Dimensional Sieve are infinity such as the Cosmic Ouroboros that encircles the
entangled, which lasts until you end your attunement to universe, and the Dimensional Sieve must be consumed
either item. While entangled, you can use an action to by a cosmic entity that represents the void such as the
separate the sundial into its constituent parts or use an Great Raven god-titan. If either part is destroyed while the
action to recombine separated parts into a sundial. If the other still exists, the destroyed part reappears somewhere
entanglement ends while the sundial is combined, the in the cosmos after 100 years. Once both objects have
sundial immediately separates into its constituent parts. been destroyed, the sundial disappears from all points of
time in existence.
Spear and Shield. While the Chronostad Needle and
Dimensional Sieve are entangled, both objects regain all
expended charges at dawn (instead of 1d4+1).
Chronostad Needle
Dimensional Sieve
Boundless Sponge
Wondrous item, rare
One of the stranger artifacts stored in the Sanctum
Infinfite, this sponge bears strange holes that seem to
tessellate forever.
This sponge endleslly absorbs any open or unattended
liquid it is placed into at a rate of 1 gallon per hour.
For every cumulative thousand gallons of liquid it has
absorbed, the absorption rate is halved. You can use an
Axonomaly action to squeeze up to 1 gallon of absorbed liquid from
this sponge.
Contradent
Weapon (trident), uncommon (requires attunement)
It is always unclear how many prongs protrude from this Eternal Parchment
trident-like weapon. Those who wield this trident can
effectively maintain distance from the deadlier temporal
scavengers.
Eternal Parchment
This magic weapon partially breaches into higher Wondrous item, common
dimensions. Whenever you hit a creature with this
weapon, you deal a bonus 1d4 force damage to it. This The clerks of the Infinity Guard maintain their records
bonus increases to 1d8 if the target is an aberration or an in extremely tidy fashion, storing billions of books’ worth
extratemporal being. of information in a single shelf, but the time it takes to
find any archived information tends to take longer than a
Dimensional Upgrade. If this weapon is refined at
lifetime.
a Dimensional Forge, its rarity increases by 1 tier and
it gains one of the following properties of your choice, This roll contains magical parchment of seemingly infinite
provided their requirements are met. The weapon can length. You can draw and write onto the parchment
only have up to three of the following properties at one indefinitely; information previously written on the
time, and the GM decides whether you can replace one parchment seems to disappear when out of view and
property with another through reforging. You cannot create additional writing space. The magical parchment
choose the same property more than once unless resists most mundane wear and tear. If torn, the
otherwise indicated. information written on it fades away.
The parchment displays only 2 pages’ worth of
Hyperspear (Requires proficiency with Arcana). The information at a time. You must use an action to slide
weapon has 3 charges and regains 1d3 expended the parchment up or down to reveal other information
charges at dawn. As an action, you can expend a charge already stored on the parchment.
and throw this trident in a straight line out to 60 feet.
Make one attack roll against each target in this line. If
you hit a target this way, you roll three times as many Fractal Chakram
damage dice for the bonus force damage you deal. Weapon, exotic, uncommon
Multiplanar Prongs. The weapon gains a +1 bonus to its Chakram. This basic ring-shaped weapon is a martial
attack and damage rolls. This property can be gained weapon used only by those familiar with their design. It has
multiple times, which cumulatively increases this bonus the Light, Finesse, and Thrown properties with a range of
by 1. Selecting this property again still counts towards (30/120), and deals 1d6 slashing damage on a hit.
the limit. Eternal Cuts. The edges of this chakram have infinitely
Superpositional (Requires Intelligence of 13 or higher). recurring blades. When you hit a target with this magic
The weapon is simultaneously thrown and not thrown. weapon and roll for damage, you can roll an additional
When you make a thrown attack with this weapon, it damage die whenever you roll a 6 on the d6 and add it to
reappears in your hand immediately after the attack hits the total. Each time you roll another 6, repeat this process
or misses. again until you no longer roll a 6.
Fractal Coil
Hypermace
Minute Sand
Wondrous item, very rare
As an action, you can rotate this 6-inch hourglass and
Infinity Edge
speak its command word to gradually reverse time in
a 60-foot radius around it. For the next minute, objects,
structures, and the environment in the area flow
backwards in time, undoing any events of the past minute
over the duration. At GM’s discretion, broken doors
Infinity Edge mend, explosives coalsece, and fallen rocks soar upwards.
Weapon (dagger), very rare (requires attunement) Creatures in the area remain unaffected.
This blade seems to thin to an impossible cutting edge. Once used, this action cannot be taken again until the
Each swing with it threatens to tear the very air itself. next dawn.
Only the most capable combatants, those as keen as the
blade, know how to wield it safely and effectively.
Parabox
Vanishing Edge. You have a +2 bonus to attack and Wondrous item, uncommon
damage rolls you make with this magic weapon, and you
This 1-foot cube wood and brass trim box has six faces,
score a critical hit on a roll of 19 or 20 with it.
each with a small hatch. Opening each hatch reveals a
Fission Wave. As an action, you can make a single 1-foot cube storage space, allowing the box to hold up to 6
straight slice in the air, creating a wave that cuts through times its volume. This box only compresses space and is
nearly all nonmagical objects within 15 feet of you in not considered to hold an extradimensional space.
a 90-degree arc. This slice instantly cuts through with
organic material such as flesh, wood, or sponge and any
soft inorganic material such as foam or nylon, provided Saber Atomica
they are not being worn or carried. The slice also creates Weapon (shortsword or scimitar), uncommon
a 3-foot deep incision in hard materials like glass or stone, The infinitely small cutting edge reflects the chaotic
a 1-foot deep incision in strong materials like metal, or nature of the Place Outside Time. chronoi patrol in the
a 3-inch deep incision in specially sturdy materials like Infinity Guard carry these weapons to more effectively
adamantine, epikor, or starcore metals. Creatures in the eliminate their targets.
path of this cut must also make a DC 15 Dexterity saving
Eternal Cuts. This blade bears an infinitely recurring
throw, taking 3d6 necrotic damage on a failed save or half
sawtooth edge. When you hit a target with this magic
as much on a success. You can use this property three
weapon and roll for damage, you can roll an additional
times, and regain expended uses at dawn.
damage die whenever you roll a 6 on the d6 and add it to
the total. Each time you roll another 6, repeat this process
again until you no longer roll a 6.
Stenographer’s Folio
Stenographer’s Folio
Wondrous item, uncommon
Wizards or wealthy students who cannot be bothered Superposition Charm
with the effort of note-taking turn to this notebook. Wondrous item, very rare
However, they find more use as eavesdrop tools among
thieves and investigators. Chronoi Wardens of the Infinity Guard gain these charms
along with their rank promotion to ensure they do not
When found, each book contains 12 (2d6+5) pages of prematurely fall in battle. The few who used its power
blank magical parchment. You can use an action to tear have described the feeling of simultaneous conscious and
a page from the book. When a creature within 10 feet unconscious states as “existentially terrifying.”
of the page speaks its command word (usually “Begin
Transcript”), the page magically transcribes the words Dual-State. If you are reduced to 0 hit points while you
spoken by a creature within 10 feet of it. If the spoken wear this charm, you can use a reaction to delay falling
language does not have a written alphabet, the page unconscious or dying by superimposing your personal
does not record it. If multiple creatures are within 10 state between consciousness, unconsciousness, and
feet of the page, it only transcribes the words spoken by death. While you remain superimposed, you don’t need to
the creature closest to it. Each page can transcribe up to make death saves, but you still fail death saves as normal
100 words, after which it becomes a piece of nonmagical whenever you take damage. Until this superposition ends,
paper (the transcribed words remain). roll a d20 at the end of each of your turns or whenever
The page can also be used to reduce the time and gold you would die. On a roll of 11 or higher, you remain
required to copy a spell into a spellbook. You can use 2 superimposed. On a roll of 10 or lower, the superposition
pages for each level of the spell you copy, which halves ends. This state also ends if you regain any amount of hit
the time and gold required to copy it. points.
When the superposition ends, you return to
●● Copied Spell (2 pages per level). If a spell copied consciousness, unconsciousness, or death depending on
onto the page targets one creature and requires only your current circumstance. You become conscious if your
1 action to cast, it is cast on the book wyrm. If the hit points are higher than 0; you fall unconscious if you
spell requires the wyrm to make a saving throw, it have less than three death save failures; you die if you
automatically fails. have more than three death save failures or death caused
●● Horror Story. If the page contains a terrifying story, the you to end the superimposition. If you die when the
book wyrm is frightened. superposition ends, you cannot be revived by any effect
short of a resurrection spell.
●● Romance Story. If the page contains a touching story,
Once you use the charm’s reaction, the charm’s
the book wyrm is charmed.
marble crumbles and the rest of the charm becomes a
nonmagical mundane trinket.
Vanishing Point
Fulgurite Totem
Conchuest of Seas Wondrous item, uncommon
Weapon (lance), rare (requires attunement)
Some areas of the Halcyon Coast are more prone to
The fisherfolk of the Halcyon Coast must make do with lightning strikes, be it peaks of certain beach dunes or
what materials they have for protection, from the heavy the sand around a dead tree. The lightning transforms
shells of giant oysters to the long spires of the stiletto the sand into fulgurite, which are harvested as totems for
conch. Famous waveriders sometimes pass on their travelers who wish to avoid stormy misfortune.
lances to a new generation of protectors when they retire,
piling additional enchantments and magic onto it. Lightning Thief. Whenever you take lightning damage
while you carry or wear this totem, you can use a reaction
You have a +1 bonus to attack and damage rolls made to reduce the damage taken by 2d6. Then roll a d20. On a
with this weapon. This lance has 5 charges for the roll of 10 or lower, the totem shatters and cannot be used
following properties and regains expended charges daily again.
at dawn. Rare Variant. The damage taken is reduced by 3d6
Shell Spire. While you wield this lance, you can use a instead.
bonus action to expend a charge and increase its reach to
20 feet until the end of your turn.
Tidal Surge. While you wield this lance, you can use
a bonus action to expend a charge and surge up to 30
feet in a straight line in a direction of your choice. If
you have moved at least 20 feet this way, you can
immediately make one melee weapon attack
against a target within reach, and you deal
an extra 2d8 cold damage on a hit. When
you use this property, you can expend 1
additional charge to briefly transform into
water during the movement, allowing
you to pass through spaces as narrow
as 1 inch. If you are mounted, your
mount also moves with you, and
it also briefly transforms into
water if you transform.
Conchuest of Seas
Seaward Amulet
Wondrous item, common
Sand Disc Buckler Tide druids and beachwardens always carry this small
sapphire amulet.
While you hold this amulet, you can use an action to
concentrate on it and learn the direction towards the
nearest large body of saltwater.
Shell Shock
Weapon (mace), rare (requires attunement)
This mace isn’t much more than an stormpike shell on a
stick, but it gets the job done. Druids and rangers modify
the transmutation enchantments embedded in the rod to
regrow the shells to their preferred shapes.
You have a +1 bonus attack and damage rolls made with
this magic weapon.
Shell. While you wield this weapon, you can use an
action to launch its shell in an high arc at a point you can
see within 20 feet of you. The shell shatters upon impact.
Each creature within 5 feet of the target point must make
a DC 15 Dexterity saving throw, taking 4d6 piercing
damage on a failed save or half as much on a success.
Once you use this property, you can’t use it again until
the shell regrows. It regrows daily at dawn and once per
day, it can also regrow if submerged in natural saltwater
for an hour. Until the shell regrows, the weapon is a club.
Shock. Whenever you hit a target with this weapon
while its shell remains, you deal an additional 1d4
lightning damage.
Shell Shock
Tidepool Staff
Sunward Parsasol
Torrentializer
Weapon (light crossbow), rare
Each blaster is fitted with a Rehydrant Battery Mark 5, a
oil-lined pod enchanted with endless water, though it can
still function attached to any mundane water source. The
blaster is most popularly used as a piece of watersport Tranquility
equipment, though fire brigades and thematically
appropriate adventurers find practical use.
Tranquility
This blaster uses water as ammunition instead of bolts. Wondrous item, instrument, very rare (requires
When you hit a target with water shot from this blaster, attunement by a bard)
you either deal bludgeoning damage or cold damage
Bards of the Halcyon Coast craft smaller lutes called
(your choice) instead of piercing damage. If you deal
ukulutes, whose brighter tone make them excellent
bludgeoning damage to a target this way and reduce
complements for peaceful songs. On slow summer days,
it to 0 hit points, you can choose to knock your target
their calming tunes sound across the beach to soothe
unconscious.
weary travelers.
Deluge Nozzle. This blaster has a secondary stream
mode. You can use a bonus action to charge up the blaster This ukulute can be used as a spellcasting focus. While
with water. Once charged, you can use an action to holding the instrument, you gain a +2 bonus to the saving
release in a line that is 5 feet wide and 20 feet long. The throw DC of your bard spells and you can play it to cast
line extends out from you in a direction of your choice. dancing lights.
Each creature in the line must make a DC 13 Strength Song of Recovery. While attuned, you and allies that
saving throw. A target that fails the save takes 2d6 benefit from your Song of Rest feature receives the
bludgeoning or cold damage (your choice) and is knocked maximum result from the die rolled for Song of Rest.
prone. If you deal bludgeoning damage to a target this Calming Song. While you hold this ukulute, you can
way and reduce it to 0 hit points, you can choose to cast calm emotions from it, which targets all creatures
knock your target unconscious. You also push Medium or in a 30-foot radius centered on you (instead of its normal
smaller objects in the line 10 feet away from you. range). Once cast, this spell can’t be cast again until the
Self-Refill Battery. This nonmagical blaster is next dawn.
supplied by a magical battery that refills it with endless Hero Song. While you hold this ukulute, you can cast
ammunition. The blaster still functions if the battery heroism at 5th level from it. When you cast it, you can
is removed, provided it is connected to another water change its range to 30 feet instead of touch, but the
source. It consumes 8 ounces of water per shot or 5 targets must be able to hear you. Once cast, this spell
gallons of water for each use of Deluge Nozzle. can’t be cast again until the next dawn.
Devil’s Sting
Devil’s Sting
Wondrous item, polymutic, uncommon (optional
attunement) Dracon Tongue
Wondrous item, polymutic, uncommon (optional
The tail is designed for direct grafting to a humanoid’s attunement)
spine, aided by a tendon and ligament growth formula.
No one is certain how this tail came to be, but it hopefully Despite its name, the tongue are not actually harvested
did not once belong to a fiend, as fiends can be vengeful from dragons. Instead, goat or cow tongues are infused
creatures. with a mixture of drake essence that grants them
draconic abilities. Some dragons may grant their essence
This tail is magically preserved from rot. as a gift or boon, while others have their stolen by black
Major Graft. To gain its benefits, this tail must be market hunters.
attached to a willing recipient via a major graft procedure
This tongue is magically preserved from rot.
that lasts 4 hours. If the recipient already has a tail, this
tail replaces that one. Once grafted, this tail cannot be Minor Graft. To gain its benefits, this tongue must be
removed without killing the recipient. attached to a willing recipient via a minor graft procedure
that lasts 4 hours, which replaces the recipient’s tongue.
Fiendish Barb. While this tail is grafted to you, you
Once grafted, this tongue cannot be removed unless the
gain the ability to make unarmed strikes with the tail.
recipient allows it.
On a hit, you deal piercing damage equal to 1d4 + your
Strength modifier instead of the normal damage granted Silver Tongue. While this tongue is grafted to you, your
by an unarmed strike. If the tail strikes a creature or Charisma score increases by 1 up to a maximum of 17,
object that deals fire damage upon contact, you have unless it was already higher. You also learn to speak and
resistance to that damage. understand Draconic.
Optional Attunement. You can also attune to this tail Optional Attunement. You can also attune to this
while it is grafted to you. If you do, you gain the following tongue while it is grafted to you. If you do, you gain a
benefits: draconic breath weapon if you don’t already have one.
When you take the Attack action on your turn, you can
●● Unarmed strikes made using the tail deal 1d6 piercing replace one of your attacks with an exhalation of magical
damage instead of 1d4. energy in a 30-foot line that is 5 feet wide. Each creature
●● You can manipulate objects with your tail. As a bonus in that area must make a Dexterity saving throw (DC = 8
action, you can use your tail to lift, carry, push, or pull + your Constitution modifier + your proficiency bonus).
objects or creatures within 5 feet of you that weigh no On a failed save, the creature takes 2d6 damage of the
more than 10 pounds. The tail cannot perform actions tongue’s infused type (usually fire). Once used, you can’t
that require fine motor skill, such as writing or picking use this property again until you finish a short or long rest.
a lock. If the tail interacts with a creature, object, or If you already have a breath weapon trait, you instead
effect that deals fire damage upon contact, you have roll one additional damage die and add it to the total
resistance to that damage. whenever you deal damage with it.
Hare Extensions
Wondrous item, polymutic, very rare (optional
attunement)
One of the first successful products to come out of the
Polymer Lab, these sets of legs were briefly used in battle
to great success. Unfortunately, mounting social concerns
over soldiers’ appearances later forced discontinuation
of the product. With few surgeons capable of performing
the graft procedure, remaining legs now trade hands in
collector’s auctions or obscure markets.
This pair of oversized rabbit legs is magically preserved
from decay.
Major Graft. To gain their benefits, these legs must be
attached to a willing recipient via a major graft procedure
that lasts 8 hours, which replaces the recipient’s legs.
Once grafted, the legs cannot be removed without killing
the recipient.
Rabbit’s Foot. While these legs are grafted to you, your
walking speed increases by 10 feet. Additionally, your
jump height and distance is tripled, though you still can’t
jump farther than your remaining movement would allow.
Optional Attunement. You can also attune to these
legs while they are grafted to you. If you do, you gain the
following additional benefits:
●● Your Dexterity score increases by 1, up to a maximum
of 21, unless it was already higher.
●● While mid-leap, you can make one additional leap off a
solid surface you touch such as a wall, allowing you to
change directions or increase your leaping distance and
height. As normal, you still can’t jump farther than your
remaining movement would allow. Hare Extensions
Druidic conclaves with strong connections to beasts and Fey glimmer flows freely throughout this potion’s liquid
animals brew tynctures infused with essence of beasts. despite its viscous quality. Its color varies based on its
Some ingest them for the power they grant while others infused essence, from the golden honey of court fey to the
partake primarily for the spiritual connection. rusted bark of elder thistles. Remote elven communities
may keep a tyncture as a good luck charm.
This potion comes in one of the listed variants, each
containing the essence of the beast from which it was When you drink this potion, your Charisma score changes
harvested. When you drink this potion, you gain its to a score granted by the tyncture for 1 hour. The potion
benefit for 10 minutes. has no effect on you if your Charisma is equal to or
greater than that score. Three varieties of tynctures exist,
Armadillo’s Hide. Your AC cannot be lower than 15. each carefully swilled by a different level of powerful fey,
Bear’s Strength. You have advantage on Strength checks typically imbued with a fraction of their essence.
and saving throws, and your carrying capacity is
doubled. Fey Tynctures
Cat’s Leap. You gain a climb speed equal to your walking Type Benefit Rarity
speed and your jump height and distance is doubled. Fey (ancient elves, archdryads,
Eagle’s Sight. You have advantage on Wisdom 21 Rare
hags, nymphs)
(Perception) checks and can add your Wisdom modifier
Demifey (elder thistles, sprite
to your initiative check. lords)
23 Very Rare
Stallion’s Stamina. You have advantage on Constitution
saving throws and can run at full speed without Archfey (kings, queens, or other
25 Legendary
court royalty)
exhaustion.
Bio-Augments
Creature
Benefit
Type
Expanded Mind. You gain resistance to
Aberration
psychic damage.
Bioforge Hammer
Feral Weapons. You grow fangs and claws,
which you can use to make unarmed strikes
with. On a hit, you deal 1d4 piercing damage
Beast
(if you use your fangs) or slashing damage (if
you use claws) instead of the normal damage
granted by an unarmed strike. Biofusion Crystal
Wondrous item, rare
Celestial Light. You gain resistance to radiant
Celestial
damage. Pure life essence is best collected in liquid or magical
Elemental Assault. Whenever you hit a
form, but storage in a crystalline solid allows for
creature with a weapon attack, you deal an instantaneous use.
extra 1d4 damage of a type based on the When found, this crystal contains extracted life essence
Dragon dragon killed to gain this augment (usually from one type of creature except constructs and undead.
determined by breath weapon or resistance).
The crystal dimly glows with a corresponding color. The
If the dragon has no associated type, the
normally chaotic essence is held in stasis until its use.
damage type is fire.
Release Essence. You can use an action to break
Giant’s Strength. You have advantage on a crystal you hold or smash it against a hard surface
Giant
Strength checks.
within 30 feet of you, releasing the stored essence. Each
Fey Fey Thought. You cannot be charmed. creature within 30 feet of the crystal when it is destroyed
Fiendish Resistance. You have advantage on
must succeed on a DC 17 Charisma saving throw or
Fiend saving throws made to become altered for 8 hours. A creature can willingly fail
resist poison. this save. An altered creature’s type changes to match that
of the essence stored in the crystal, and it can repeat the
Natural Armor. Your AC cannot be lower than
Monstrosity save at the end of each hour, ending the effect on itself on
16.
a success.
Pliable Physique. Squeezing doesn’t reduce The change may subject altered creatures to effects
Ooze your speed or impose disadvantage on your that target the crystal’s creature type, such as protection
weapon attacks.
from evil and good for fiends and fey. Conversely, the
Earth Walker. You ignore the effects of change may exclude altered creatures from effects that
Plant difficult terrain caused by plants target its original type, such as allowing humanoids to
or earth. avoid a dominate person spell.
Bloodforge Amulet
Wondrous item, rare (optional attunement)
This amulet is crafted from a deep chasm ruby infused
with the enchanted blood of a celestial scion. Only three
were ever created as the bloodforge powder were deemed
a cheaper and safer alternative.
As an action, you can touch this amulet to fresh blood
larger than a droplet and no older than 10 days. The
blood transforms into a Tiny hemoglob if its volume was
less than an ounce, or a Small hemoglob if its volume
was 1 ounce or more. Its stat block is presented in the Bloodforge Powder
Biomancy Monsters section. Once used, this property & Hemoglob
can’t be used again until the next dusk. Bloodforge Powder
The creature whose blood created the hemoglob Wondrous item, uncommon
becomes the master of the hemoglob and gains the sole
ability to command it, provided it is aware of a hemoglob’s Necromancers who cannot be bothered to resurrect
nature. In initiative, the hemoglob acts immediately entire bodies turn to the reanimation of blood. With just
after its master and instinctively follows the master’s the right combination of alchemy and magic, it is possible
commands as if they have a telepathic connection, to revive just the blood of a fallen corpse, transforming it
choosing from the Attack, Dash, Disengage, Dodge, or into a bloody helpful ooze. Inquisitors during the Empire
Help actions. If the hemoglob receives no commands, it of Blood’s reign created such oozes to track victims or
attempts to move and reunite with its master through its killers by blood.
Blood Honing trait. Otherwise, it takes the Dodge action. When first found, each pouch contains 1d4+2 pinches of
The hemoglob transforms back into blood after 10 bloodforge powder. As an action, you can sprinkle a pinch
minutes, if it dies, or if you create another hemoglob with of this powder onto fresh blood larger than a droplet and
this amulet. no older than 10 days. The blood transforms into a Tiny
Optional Attunement. Attuning to the amulet grants hemoglob if its volume was less than an ounce, or a
you greater control over the hemoglob you create. You Small hemoglob if its volume was 1 ounce or more. Its
gain the following additional benefits: stat block is presented in the Biomancy Monsters section.
The creature whose blood created the hemoglob
●● You gain sole command of the hemoglob as if you were becomes the master of the hemoglob and gains the sole
its master. ability to command it, provided it is aware of a hemoglob’s
●● The hemoglob lasts indefinitely instead of 10 minutes, nature. In initiative, the hemoglob acts immediately
but still transforms back into blood if it dies or if you after its master and instinctively follows the master’s
create another hemoglob. commands as if they have a telepathic connection,
●● While you are touching the hemoglob, it can choosing from the Attack, Dash, Disengage, Dodge, or
communicate simple images to you about anything it Help actions. If the hemoglob receives no commands, it
has sensed within the past hour and whether it has attempts to move and reunite with its master through its
detected its creator through its Blood Honing trait. Blood Honing trait. Otherwise, it takes the Dodge action.
The hemoglob transforms back into blood after 10
minutes or if it dies.
Polymerge Lancet
Hemoglobe
Other Items
The items in this section are non-magical items a
character may find in a biomancy lab.
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.
Ambuscade Stone
Wondrous item, uncommon (requires attunement)
Each stone is marked with a minor teleportation rune,
intrinsically linked to the druidic magic of the weave. With
sizes as large as a fist, rangers take care to disguise them Arrow of Tracing
to ensure the stones do not prematurely alert their prey.
Unlike other magic items, you can attune to up to 5
ambuscade stones with a single attunement slot. The
stones collectively count as a single magic item; any effect
that affects a magic item affects them all simultaneously. Arrow of Tracing
Ambusher’s Trap. As an action, you can expend a Ammunition (bows), uncommon (optional attunement)
spell slot of 3rd-level or higher to activate this stone’s
This arrow whistles quietly in flight and leaves behind a
magic and set it on the ground in a space within 5 feet
colorful trail. Rangers are said to carry a number of such
of you. The stone’s magic lasts for 1 hour and ends early
arrows, each enchanted with a different color to track
if moved more than 10 feet from its original location.
their quarry across even the densest wilderness.
While the stone’s magic is active, when a creature moves
into a space within 5 feet of it, the stone telepathically When you hit a target or creature with this arrow,
notifies you while you are within 1 mile of it. If you are the arrow lodges in the target until it is removed. A
within 60 feet of the stone, you can immediately use your sufficiently intelligent creature can use an action to
reaction to teleport to the stone, after which the stone’s remove a lodged arrow.
magic ends. The tiny stone generally appears to be a Tracer. When you fire this magic arrow, you can speak
mundane stone, though a creature can succeed on a DC its command word and cause it to leave behind a faint,
15 Intelligence (Investigation) check to recognize it. Once dimly glowing, spectral trail. The trail persists for 2
used, the stone cannot be used again until the next dawn. hours or until you speak its command word again. This
Ranger’s Aid. These druidic stones were enchanted arrow’s property can’t be used again until the next dawn.
by ranger conclaves to track quarry over larger distances. In the meantime, the arrow can still be used as magic
If you are a Ranger, the level of the spell slot you must ammunition.
expend to use this trap decreases by 1, and you can Optional Attunement. You can attune to this arrow
teleport to the device from up to 120 feet away instead of to gain access to this property. Any arrows of tracing
60 feet. Additionally, you can specify one of your favored you attune to collectively count as a single magic item;
enemy when you activate the device; if you do so, the any effect that affects a magic item affects them all
device only triggers when one of your favored enemy simultaneously. If you attune to this arrow, the trail it
moves within 5 feet of it. The device does not recognize a leaves behind becomes invisible to other creatures except
favored enemy if it is magically disguised as another type you. While the arrow is within 1,000 feet of you, you also
of creature. know the general direction toward it.
Daybeak
Daybreak
Weapon (longbow), rare (requires attunement by a Ranger
of 3rd-level or higher)
Enchanted by celestials for the Dawn Seeker rangers
that glide among them, this weapon has seen countless
righteous battles and betrayals. It has served as symbols
of hope in the past, its arrival heralded by a blazing arrow
arcing over a battlefield. Even normally, each arrow fired
from this weapon leaves a brief trail of softly glimmering
sparks.
Ammunition fired from this magic bow counts as magical
for purposes of overcoming resistance or immunity to
nonmagical attacks and damage.
Natural Light. While attuned to this bow, you can cast
the light cantrip from the bow. Immediately before you
fire a piece of ammunition from the bow, you can also
cast light on the piece of ammunition (no action required).
Dawn Smite. Immediately before you make a ranged
attack roll with this weapon, you can expend one of your
spell slots to infuse the fired ammunition with primal
light (no action required). You deal extra radiant damage
to a target you hit or half as much radiant damage to a
target you miss. The extra damage is 2d10 for a 1st-level
spell slot, plus 1d10 for each spell level higher than 1st,
to a maximum of 5d10. If your target is a plant, any extra
damage it takes is halved.
Druid’s Pouch
Wondrous item, uncommon (requires attunement by a
Ranger)
While you are attuned to this pouch, you know the
druidcraft and produce flame cantrips. Additionally, you
can cast the goodberry spell once from the pouch without
expending a spell slot, and regain the ability to do so at
next dawn.
Equilibrium
GM Tip
Though the optional Multiclass rules presented in the source
rulebook do not cover the definition of a “ranger spell slot,”
you can adjudicate a multiclassed ranger character as follows:
the ranger spell slot expended for a use of the Primeval
Awareness feature cannot be higher than your ranger level
divided by four, rounded up. This restriction matches the
levels at which normal rangers gain their spell slots.
Fury Reaver
Weapon (greatsword), uncommon (requires attunement
by a Ranger)
A weapon of interwoven metal and stone, its runes were
inscribed by the Rune Callers, rangers familiar with the
lands and customs of giants. This weapon hungers for the
defeat of its sworn foes, which each Rune Caller takes
upon joining the conclave.
When you attune to this magic weapon and each time
you gain a ranger level while attuned to this weapon, your
Fury Reaver height increases by 1d4 inches. This change in height
slowly reverts over the course of an hour if you end your
attunement to the weapon.
Relentless Focus. When you use this weapon to attack
your favored enemy, you have a bonus to your attack and
damage rolls equal to your proficiency bonus.
Hunter’s Cap
Wondrous item, uncommon (requires attunement by a
Ranger)
Speed and stealth are often crucial for a ranger’s work. The
tip and shape of this cap ensures a ranger’s mystical focus
never wavers, always ready for battle at a moment’s notice.
While attuned to this cap, you know the hunter’s mark
Hunter’s Cap spell. On your first turn of each combat, when you hit a
creature with a weapon attack, you can immediately cast
hunter’s mark on the creature using your own available
spell slots, no action required.
●● Red (Fiendish Mask). You can target a creature with ●● Green (Primeval Scion). You can fire this arrow at a
this arrow by making a ranged attack roll as normal. nonmagical tree within 80 feet of you, no attack roll
If you hit a target this way, it takes an extra 2d10 fire required, and transform it into an awakened tree. In
damage and has disadvantage on the next ability check combat, it takes its turn directly after yours, obeying
or saving throw it makes before the end of its next turn. your verbal commands as best it can. The awakened
●● Orange (Dawn Seeker). You can fire this arrow at a tree remains for 10 minutes or until it dies, after which
surface you can see within 80 feet of you, no attack roll it transforms back into a normal tree.
required, and the arrow sheds bright light out to 20 feet ●● Blue (Deep Lurker). You can target a creature with
from that point and dim light for an additional 20 feet. this arrow by making a ranged attack roll; this attack’s
The light lasts for 1 minute and is sunlight. A creature normal and long range is multiplied by 5. If you hit a
that starts its turn in the bright light or moves into it target this way, it takes an extra 4d6 cold damage and
must make a Constitution saving throw. On a failed its speed is halved until the end of its next turn.
save, it is blinded and cannot benefit from invisibility ●● Indigo (Veil Watcher). You can target a creature with
until the end of its turn. this arrow by making a ranged attack roll as normal. An
●● Yellow (Storm Dancer). You can fire this arrow at a attack roll is not required for willing or dying targets.
creature you can see within 80 feet of you, no attack On a hit, the arrow deals no damage, but marks that
roll required. The arrow deals no damage but produces target for the veil between life and death. For the
a burst of thunder originating from the target in a next minute, the target takes an extra 1d6 necrotic
30-foot cone facing away from you. The target and damage whenever it is hit with an attack roll, but also
each creature in the cone must make a Constitution immediately stabilizes whenever it would be dying. An
saving throw. On a failed save, a creature takes 2d8 affected creature can make a Constitution saving throw
thunder damage on a failed save and is pushed 20 at the end of each of its turns, ending the effect on itself
feet away from the origin of the cone; on a successful on a successful save.
save, the creature only takes half as much damage and ●● Violet (Cogwork Marshal). You can fire this arrow at a
isn’t pushed. Unsecured objects are also automatically surface you can see within 80 feet of you, no attack roll
pushed. This thunderous boom is audible out to 300 required, and cast slow centered on that point target up
feet. to 3 creatures instead of 6.
Roquelaure of Arrows
Wondrous item, uncommon (requires attunement by a
Ranger)
You can use this cloak as if it were a quiver, sheathing
arrows into flat pockets in its interior lining. The cloak
can store up to 50 arrows at a time.
Arrow Spray. As a ranger, you know a secret technique
passed between conclaves. If you have at least 10 arrows
stored in this cloak, you can use an action to forcefully
swing the hem of the cloak, launching those arrows in a
15-foot cone in a direction of your choice. Each creature
in the cone must succeed on a Dexterity saving throw
against your spell save DC or take 1d8 piercing damage.
Stormcall
Weapon (shortbow), very rare (requires attunement by a
chaotic character)
The strange properties of this bow renders its
ammunition untouched by the wild sway of storms. Each
time an arrow is fired from it, the bowstring continue to
vibrate and emanate a low stormy rumble that lingers
long after. This bow passes between champions from the
mighty ranger conclave of Storm Dancers, equal parts
graceful and chaotic in the right hands.
You have a +1 bonus to attack and damage rolls made
with this magic weapon, whose normal and long Stormcall
range double when fired in rainy or stormy weather.
Ammunition fired from this magic bow counts as magical
for purposes of overcoming resistance or immunity to
nonmagical attacks and damage.
Stormborne. Ammunition fired from this weapon is
immune to stormy weather or gusting winds, such as
those produced by a wind wall spell, for the duration of its
trajectory. If you are a ranger or a storm-themed character, ●● Lightning (1 charge). The target takes 2d6 lightning
you can replace any save DC required by this weapon damage and lightning arcs from the target to another
with your ranger spell save DC or other class DC chosen creature of your choice up to 10 feet away. That
by your GM. creature must succeed on a Dexterity saving throw or
Charges. This bow has 5 charges for the following take 2d6 lightning damage. Each time a creature fails
properties and regains 1d4+1 expended charges daily at this save, the lightning arcs again to another creature
dusk. When you hit a target with ammunition fired from of your choice up to 10 feet away that has not yet
this bow, the target takes damage as normal and you can taken this damage this turn, forcing them to make that
expend the necessary number of charges to magically saving throw. The lightning can arc up to a number of
produce a storm effect. If an effect requires a save DC, creatures equal to your proficiency bonus.
it is 15 unless replaced by the weapon’s Stormborne ●● Sleet (2 charges). The ground in a 15-foot radius circle
property. The effects are as follows: centered on the target transforms into icy difficult
terrain, and a creature that ends its turn inside the area
●● Fog (1 charge). You cast fog cloud centered on the target.
takes 1d8 cold damage. This area lasts for 1 minute.
●● Gust (2 charges). You summon a burst of strong wind
●● Thunder (1 charge). Each creature within 10 feet of
that pushes the target away from you. The target must
the target must succeed on a Constitution saving throw
succeed on a Strength saving throw or be pushed 10
or be pushed 10 feet away from the target. The target
feet away from you. Huge or larger creatures have
also makes this save, with disadvantage, and is pushed
advantage on this save. If the creature fails the save by
10 feet in a direction of your choice (including vertically).
5/10/15/20 or more, it is instead pushed 20/30/40/50
feet away, respectively.
Shieldbow
Weapon, exotic
Shieldbow. This special type of bow is a martial ranged
weapon crafted and used only by those familiar with
the design. A wide flange above its grip increases
the weapon’s weight but provides minor defensive
properties of a shield. It has the Heavy, Two-handed, and
Ammunition properties with a reduced range (40/160),
and deals 1d8 piercing damage on a hit. While wielding
this weapon in at least one hand, it also acts as a shield
that increases a wielder’s AC by 1 (instead of 2). As
normal, one can only benefit from one shield at a time.
Amplified Loupe
Wondrous item, rare (requires attunement by a character
proficient with jeweler’s tools)
Such magnifying lenses are expensive and difficult to find.
The last alleged location of such a lens was the hands
of a master jeweler, called to inspect and maintain the
Amplified Loupe
Numarruan crown jewels. Coincidentally, the Numarruan
prince went missing later that week.
You can use this magnifying lens as jeweler’s tools to
inspect gemstones. While attuned, you also double your
proficiency bonus to ability checks made using jeweler’s Creatures unaware of the multi-tool’s properties initially
tools. Creatures unaware of the lens’s properties initially perceive it as a simple tool and can use an action to
perceive it as a simple tool and can use an action to recognize its true purpose by succeeding on a DC 15
recognize its true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check.
Intelligence (Arcana or Investigation) check.
Scrap Tinker. While you hold this multi-tool and have
This lens has 7 charges for the following properties. It sufficient loose material such as wood, metal, stone, or
regains 1d4+3 expended charges daily at dawn. even glass, you can use a bonus action to magically create
Magnificent Spellcasting. You can use an action to one of the following tinker equipment. Each piece of
expend the necessary charges to cast one of the following equipment lasts for 10 minutes or until you use another
spells from the lens (spell save DC 15): blur (2 charges), action to dismantle them. Once you use this property, you
enlarge (2 charges), identify (1 charge), scorching ray can’t use it again until you finish a short or long rest.
(charges equal to spell level, up to 4th).
Identify Weakness. As a bonus action, you can expend Blade Gauntlet. You craft a blade-mounted gauntlet. Its
1 charge to peer through the lens and identify a weakness wearer can use the gauntlet like a magic shortsword
in a target you can see within 60 feet of you. You learn its with a +2 bonus to attack and damage rolls and is
resistances, immunities, and vulnerabilities, if any. You considered proficient with it. The wearer cannot be
can expend 1 additional charge to grant advantage to the disarmed of the weapon.
next attack roll made against the target before the start of Blaster Gauntlet. You craft a wireframe gauntlet. Its
your next turn. wearer can cast fire bolt from the gauntlet at will. Its
wearer can also cast burning hands from the gauntlet,
and regain the ability to do so after 1 minute.
Bash Kit
Ethereal Sensor. You craft a pair of magical lenses. Its
Wondrous item, rare (requires attunement by a character
wearer has a +5 bonus to passive perception The
proficient with tinker’s tools)
wearer can see through 3 feet of wood, 1 foot of stone,
Sometimes the most frightening people are the ones or 3 inches of metal that is not lead, up to a range of 30
without weapons or components, content with the single feet.
seemingly harmless repair tool on hand. Springing Boots. You craft a pair of wireframe boots.
You can use this multi-tool as tinker’s tools for appropriate Its wearer’s walking speed increases by 10 feet. The
repairs. While attuned, you also double your proficiency wearer can also take the Dash action as a bonus action,
bonus to ability checks made using tinker’s tools. and regain the ability to do so after 1 minute.
Brewsome Masher
Dart of Penmanship
Molten Breath
Roughian File
Rogue SKinner
Severance Wire
True Colors
Wondrous item, rare (requires attunement by a character
proficient with painter’s supplies)
The larger paintbrush is uncommon among canvas
artists, used primarily by master painters skilled enough
to paint large murals. Such murals tend to be enormous,
stretching across walls, ceilings, or even entire building
facades. Few question the utility of such a large brush.
You can use this paintbrush as painter’s supplies for
painting large surfaces. While attuned, you also double
your proficiency bonus to ability checks made using
painter’s supplies. Creatures unaware of the paintbrush’s
properties initially perceive it as a simple tool and can use
an action to recognize its true purpose by succeeding on a
DC 15 Intelligence (Arcana or Investigation) check.
Brush With Death. While you hold this paintbrush, you
can use a bonus action to stiffen its bristles into a pointed
spear. While in this form, you can use it as a magic spear
that grants a +1 bonus to attack and damage rolls. You
can use another bonus action to soften the bristles.
Colorful Magic. This paintbrush has 5 charges for the
following properties and regains 1d4+1 expended charges True Colors
daily at dawn. If a property requires a spell save DC, it is 15.
Magic Items
Each item is presented in alphabetical order.
An item’s description gives the item’s name
and category; if the item is magical, its rarity
and its properties are also listed.
Archrider’s Whistle
Wondrous item, uncommon (requires attunement)
“Not every adventurer’s parents can afford a pony.
Sometimes, you just have to take whatever steed you can
get, which is true for the people who made this whistle.”
While attuned to this item, you can use an action to cast
find steed by blowing into the whistle. Once used, this
property can’t be used again until the next dawn.
Minor Curse. No matter what you choose, the steed
you summon with a spell cast from the whistle is slightly
inconveniencing, but fiercely loyal. Its form is miscolored
and awkwardly sized; it sheds dim light out to 10 feet and
leaves a trail of dim glowing footprints that fade after 10
minutes. Each steed harbors a particular dislike towards
certain types of terrain, though it may be persuaded
to move through it at half its speed. The steed only Bag of Holding
follows your orders, and can respond to your telepathic
communications with simple words, thoughts, or
concepts (GM’s choice). The GM determines the steed’s
appearance, or can choose from the following options:
Boots of Bounding
Cloak of Disguise
Wondrous item, uncommon (requires attunement)
“Who needs a hat of disguise when a cloak will do
basically the same thing for less than half the price? Get
one today at Xan Rockman’s Emporium because these
cloaks MUST GO before inspection month!”
While wearing this cloak, you can use an action to cast
the disguise self spell. The spell ends if the cloak is
removed. You can do this four times, and regain expended
uses when you finish a long rest.
Curse. This cloak is cursed, and becoming attuned to
it extends the curse to you. Its true name is the croak of
disguise. As long as you remain cursed, the item slowly
turns you into a frog. At the end of each long rest, if you
have expended a use of disguise self with this cloak, you
must make a Charisma saving throw. The DC is equal
to 8 + three times the number of uses of disguise self
expended since the previous long rest. On a failed save,
you gain one level of transformation, starting with the
lowest level.
Transformation Level
Level Effect
1 Your skin feels more moist and slimy than usual.
Your eyes seem larger and bulge outwards. Your
2
pupils begin to narrow.
3 Webbing starts to grow between your toes.
Your mouth gets wider and your tongue grows 1d4
4
inches every day.
5 Your skin turns progressively green.
6 You transform into a frog.
Dancer’s Boots
Wondrous item, uncommon
While wearing these boots, your jump distance increases
by 20 feet, and your jump height increases by 10 feet.
Minor Curse. While wearing these boots, you must
Crown of Owl Command always jump up to your full height or distance whenever
you attempt to jump. If you do not have enough space for
your full jump and you smash into something, you take
1d6 bludgeoning damage.
Djinnin Tonic
Djinn in Tonic
Wondrous item, legendary
“I can tell you’re a big shot with no time for petty junk, so
I’ll let you in on a little secret. This is the rarest item in my Fire Brand
collection. Even the Farthinsian King doesn’t know about Weapon (any sword), rare
this lamp. It is, as you might say, a diamond in the rough...” “A better, cheaper alternative to your typical flame-
This lamp contains a trapped genie. As an action, you licking swords! Why spend an exorbitant amount of
can rub this lamp to release the genie, who is magically your personal life savings when you can buy this for
bound to grant you a single wish. You tell the genie your just a fraction of the price? For today only, you can get
wish, who makes it real as if you have casted the wish yours from the Xan Rockman Emporium, just outside
spell. Once used, you can never gain this benefit from the Annual World Market gates. You don’t even need
the genie ever again, and this genie cannot grant another admission into the market!”
wish for a year. You can use a bonus action to speak this magic weapon’s
Curse. The genie is by no means happy about its prison, command word, summoning a wreathe of fire around its
nor is it bound to interpret your wish to its liking. At GM’s blade. The fire sheds bright light out to 20 feet and dim
discretion, the genie can intentionally misinterpret the light for 20 feet beyond it. You deal an additional 2d6 fire
wish. A character that succeeds on a Wisdom (Insight) damage to targets you hit with this weapon. The flames
check can reveal the genie’s true intentions, while a last for 1 minute.
character that assists the genie in some way may be able Minor Curse. When ablaze, the weapon’s fire continues
to persuade the genie to grant this wish. to burn uncontrollably hot until its duration ends, unless
submerged in water or other extinguishing material.
Drifter’s Belt At the start of each of your turns, the weapon’s heat
Wondrous item, rare level increases by 1, which produces additional effects
described in the Fire Brand table. The weapon gains the
“Do you have back pain from reaching up? Have you fallen effects of its current and lower levels.
trying to paint your ceiling? Introducing the Drifter’s Belt:
rise to the challenge with this belt!” Fire Brand Level
While wearing this belt, you can use an action to Level Effect
magically rise into the air, provided you weigh no more
1 The weapon grows noticeably hotter.
than 500 pounds. You rise up to 15 feet vertically and
remain suspended there for 1 minute. Until the duration The weapon ignites any flammable objects inside its
2
ends, you can an action to change your altitude vertically bright light that are not worn or carried.
by 15 feet in either direction. Otherwise, you can only A creature that starts its turn wielding the weapon
move by pushing or pulling against a fixed object or or picks it up for the first time on a turn must make
surface within reach, which allows you to move as if you 3 a DC 10 Constitution saving throw. On a failed save,
were climbing. Once you use this property, you can’t use it the creature has disadvantage on attack rolls made
again until an hour has passed. with this weapon.
Minor Curse. The belt levitates you but does not When the weapon reaches this heat level, it
stop. Until the duration ends, you continue rising 15 feet immediately releases its intense fire in a 10-foot
at the start of each of your turns. You can prevent this 4 radius circle centered on itself. Each creature in the
movement by anchoring yourself to a fixed object or using circle must succeed on a DC 15 Dexterity saving
an action to remove the belt. throw or take 3d8 fire damage.
“A long coat to disguise your true height! Never again 3 Handaxe 7 Rapier
will you feel inadequate next to a warrior. Us gnomes 4 Battleaxe 8 Whip
can finally see humans eye to eye! Always be the bigger
person! No refunds because let’s be real, no one will want Minor Curse. The tool can easily transform into
to return this after being tall!” a weapon, but has difficulty retracting it. Whenever a
While you wear this coat, you can cast at will, a version of weapon is dismissed or transformed into another weapon,
alter self in which you can only change your height to be roll a d6. On a roll of 3 or lower, part of the weapon
up to 3 feet taller than normal. breaks and the tool can never take on the form of the
Minor Curse. This coat is slightly cursed. When you previous weapon again. Once all weapons have broken,
change your height, only your legs stretch while all of the tool becomes a mundane item.
your other body proportions stay the same. This change
fails to hold up to physical inspection; a creature can
use its action to inspect your appearance and discern
your true height by succeeding on a DC 10 Intelligence
(Investigation) check.
Mighty Pen
Weapon (dagger), uncommon
“You know what they say: the pen is mightier than the
sword. I went ahead and put that to the test and I found
out it’s true. Guaranteed to help you hurt your enemies or
Mighty Pen
your money back! Get yours today from the Xan Rockman
Emporium, just five blocks from the True Strike Forge.”
You have a +10 bonus to your attack rolls made with this
magic weapon. However, all damage you deal as a result
of this weapon becomes 1 force damage. This weapon
can also be used as a writing implement.
Pet Rock
Wondrous item, common (requires attunement)
“Rock pets are all the barbarian rage across the realms!
They make lovely companions who do not need to eat,
sleep, or be cleaned. A perfect gift for any child, except
legally for children under the age of 3 because that’s a
choking hazard. Take care of your pet rock responsibly.”
While attuned, this rock becomes an option for one of
your familiars, whether through the find familiar spell
or similar effect. This rock does not appear to have any
actions or movement available, but can somehow deliver
your touch spells for you as described by the find familiar
spell. Additionally, it has blindsight out to 5 feet (blind
beyond this radius), which is all you can see when you see
through its eyes. Party Rock
Minor Curse. This rock is a lost baby Aegalith. The
mother Aegalith stops at nothing to reclaim her lost
offspring, destroying people and villages in her wake.
Phial of Rocksy-Clean
Wondrous item, common
“Hi, Xan Rockman here for Rocksy-Clean, the stain
specialist, powered by the air you breathe and activated
by the water you drink. Use it on carpets. Use it on rugs.
It cleans, it brightens, it eliminates odors all at the same
time. Don’t just get it clean. Get it Rocksy-Clean.”
Each phial contains 10 ounces of Rocksy-Clean. When
Pet Rock poured onto a surface, the liquid instantly removes any
stains that fit inside a 1-foot radius circle and grants the
surface material a glamorous appearance.
Relay Rocks
Totem of Undying
Wondrous item, common
“The word on the street is, everyone needs a totem of
undying. You in trouble? Totem of undying. You need a
change? Totem of undying. Want a do-over? Totem of
undying. What does it do? Don’t ask me, see for yourself!
Get yours today from the Xan Rockman Emporium, just
two blocks from the Sylvus Limited Depot on the corner Wand of Clams
of Grand Street, right outside the dumpling shop.”
While holding this totem, you can use an action to undye
materials. You remove any dyes from all materials within
3 feet of you such as fabric, wood, or metal, returning
them to their original colorations. Once used, this
property cannot be used again until the next dawn. Wand of Clams
Wondrous item, uncommon (requires attunement)
Totem of Warning “Look, I’m Xan Rockman and even I don’t know how to
Wondrous item, uncommon sell this thing. It’s from an old waves druid off the coast
This totem has 3 charges and regains 1d3 expended of the Glittering Sea who had an affinity for clams, but no
charges daily at dawn. As an action, you can expend a one told her clams weren’t any good. When she passed, I
charge and cast alarm from this totem. came into possession of this wand and have been trying
Minor Curse. Regardless of the type of alarm you to sell it for 10 years now. I’ll give you a discount, how
choose when you cast the alarm spell using this item, a about that? Take this thing off my hands.”
triggered alarm produces an apathetic recording of a While wielding this wand, you can use an action to
warning audible up to 120 feet from the totem. summon 2 clams in an unoccupied space you can see
within 30 feet of you. Up to 10 clams can occupy the
Vine Staff same space as a swarm. Each clam is a Small fey with
Weapon (quarterstaff), common AC 13, 1 hit point, blindsight 10 feet, and a strength score
of 0. If a clam must make a saving throw, it automatically
This staff is a long vine tendril that can transition between fails. Each clam lasts up to 1 minute, or until it dies, after
a rigid state for combat usage and a flexible state for which it disappears.
storage. While holding the staff, you can speak its
Summoned clams share your initiative order, but take
command word to transform it between both forms. This
their turn immediately after yours as a group. On each of
staff can be used as a spellcasting focus in either state,
their turns, you can command each clam to move up to 5
but can only be used for weapon attacks in its rigid state.
feet and bite a creature within 5 feet of it. You make only
If commanded to become rigid while curled up inside a
one melee attack roll against each selected target, adding
small space, the staff only stiffens as much as the space
instead a bonus equal to the number of clams involved in
allows.
the attack. On a hit, a target takes 1 piercing damage for
each clam involved in the attack.
Gratesword
Weapon (greatsword)
“New from Xan Rockman’s Emporium! A combination
greatsword and cheese grater! Perfect for any fine-dining
gourmet chef who needs to slice their ‘mies and dice their
cheese.”
If you make an attack roll with this weapon and miss your
target’s AC by 1, you deal 1d4 slashing damage to it as
you partially grate your target’s skin.
This greatsword also doubles as a tool for grating
cheese used as cook’s utensils.
Lock Pick
Weapon (warpick)
“This odd weapon is a favored tool by all thieves. Its
unusual shape and size makes it excellent for any thief
seeking to break into restricted areas thanks to its
dual purpose for stealth and excessive force.”
Lock Pick. This weapon deals an additional
2d6 damage to locks.
Pick Lock. You can use the end of Gratesword
this weapon as a lock pick from a
thieves tool.
Pointed Ears
Other
While you wear these ears, other humanoids you
encounter tend to believe you are an elf. A creature that
succeeds on a DC 10 Wisdom (Perception) or Wisdom
(Insight) check discovers you are not an elf. If you have
non-traditional elven features, such as a tail, scales, or
tusks, the creature has advantage on this check. Gnome Alone Scroll
Other, Treasure
Potion of Descent “See the latest phenomenon, starring rising child actor
Potion Makkolo Cullinson in the beloved Gnome Alone! Fun
traps and unforgettable hijinks galore!”
“This potion works one-hundred percent of the time,
sixty percent of the time to remove all of your bodily This scroll of paintings is a painstakingly-copied
odors. What’s that? No, it doesn’t help get into cellars or counterfeit of popular play Gnome Alone, starring
dungeons.” international theatre star Makkolo Cullinson.
This potion supposedly removes a drinker’s ability to
perspire. When you first drink this potion, the GM rolls Longbow Flex
to secretly determine whether the potion works on you. Other, treasure
There is a 20% chance the potion works for each creature. “Welcome to Longbow Flex, the leading exercise aid for
your archery arm! All it takes for quick results is one
Trinkets and Treasures simple workout done 20 minutes a day for three days a
This section lists items that generally do not have any week. That’s not all! If you buy now, I’ll throw in a free
noticeable use or effect. They are often sold or traded as Longbow Flex Extreme!”
treasures, or given freely as a trinket. Over the course of a long rest, you can use this piece
of workout equipment to practice drawing a bowstring.
Applewasp Coupon When you finish that long rest, you have a 1% chance
Other, treasure to gain proficiency with a longbow. If you are already
proficient, you gain a +1 bonus to attack rolls you make
“For a limited time only! Unlimited breadsticks at the with a longbow. You can only benefit from this bonus once.
award-winning Applewasp Cafe!”
A pass allowing entry into the local Applewasp restaurant
Monogram Kit
for unlimited breadsticks. It expires in 1 month.
Other, treasure
This small sewing kit can be used to monogram a piece of
Big Gripper fabric or leather with a small set of initials no larger than
Other 1 square inch.
“Have you ever been on your comfortable couch reading
your favorite animated scrolls, only to discover your mug
Shoulder Comfy
of Essyrn Tea is just out of reach? Never again! Now you
Other, treasure
pick up your drinks and plates from the comfort of your
recliner without moving a toe!” “This holiday season for the Winter Games, give your
friends the gift of the Shoulder Comfy TM! Keep
This set of mechanical claws can be used to grab or grip
yourselves warm for the coldest events ahead!”
objects no heavier than 1 pound that are up to 3 feet
outside your reach. You cannot use this extension claw to This fluffy wrap is designed to keep one’s shoulders warm,
accomplish tasks that require fine manual dexterity, such though it does not provide much protection for the other
as turning knobs or picking locks. body parts.
Glove of Blasting
Wondrous item, rare (requires attunement by a
spellcaster)
Arcane orange lines thread densely beneath the thin
leather of this glove, linked between circular gemstone
nodes from the wrist to fingertips. Each node pulses with
every charge absorbed from the spell, flickering with dim
unrefined energy. Despite the arcane power that flows
through the glove, it remains unnaturally cool to wear.
When you cast a spell of 1st-level or higher that
successfully deals fire damage to a target, the glove
siphons the excess arcane energy and gains 1 charge, up
to a maximum of 5 charges. When the glove as at least 3
charges, you can use an action to expend all of its charges
and cast scorching ray from it using your spell attack
bonus. The spell’s level is equal to number of charges
expended minus 1.
Heartbreaker
Weapon (rapier), rare (requires attunement)
A cracked pink diamond glimmers at the rose pommel
of this silver rapier. From the rose sprouts a rose gold
guard and grip, twisting into soft silver roots that crawl
up the blade. This rapier once belonged to a magnificent
hero bard known to cause unmendable sorrow wherever
they went. Contrary to expectations, its name did not
describe the bard’s romantic interactions, but rather their
propensity to produce widows.
When you hit a creature with a melee weapon attack
with this magic weapon, you deal an extra 1d8 psychic
Heartbreaker damage.
Sorrow Core. If you score a critical hit with this
weapon, the creature bleeds for 1 minute, provided it
is not undead or a construct. At the start of its turns, a
bleeding creature must make a DC 15 Constitution saving
throw, losing 1d4 hit points on a failed save and ending
the bleeding condition on a success.
Miscellaneous Items
112
Long-Winded Great Axe
Rot
Weapon (scimitar), rare (requires attunement)
This weapon was allegedly forged by ancient battle mages
for the old Necromancy Civil Wars. The glassy edge of
this obsidian scimitar reflects like a mirror. The wicked
crack that runs the length of the blade pulses gently with
a sickly green in knowing response to nearby creatures.
You have +1 bonus to damage and attack rolls made with
this magic weapon.
Necroblade. Once per turn, when you deal damage to a
creature with this sword, the creatures take an additional
1d6 necrotic damage. If you have less than half your hit
points remaining, you deal an additional 2d6 necrotic Rot
damage instead.
Miscellaneous Items
113
Appendix A: Magical Items by Rarity
The tables below organizes each item in the compendium
by for GMs seeking items of a certain type or looking to Uncommon Items
reward players of a certain range of levels. Each one is Item Name Item Type Attune
listed with its item type and attunement requirements.
Adrena-Shot Adventuring Gear No
Use the Appendix C: Index of Items to locate the items
in this book or the Table of Contents to find items by Aethos Photon Barrier Wondrous Item Optional
associated theme. Ambuscade Stone Wondrous Item Yes
Magic Items
Archrider's Whistle Wondrous Item Yes
Arkus-5 Quasar Pistol Weapon Optional
Magic items are organized by increasing rarity from
common to legendary. Arrow of Tracing Ammunition Optional
Ashmaker Weapon No
Common Items
Ashmarble Slab Wondrous Item No
Item Name Item Type Attune
Augmenteer Weapon Yes
Atmospheric Armor Armor No
Auto-Scanner Wondrous Item Yes
Bottle of Prismatic Ink Wondrous Item No
Axonomaly Weapon Yes
Dampening Bucket Wondrous Item No
Bag of Holding Wondrous Item No
Eternal Parchment Wondrous Item No
Band of Devotion Wondrous Item No
Etlas Photon Gear Wondrous Item No
Belt of Asteroids Wondrous Item Yes
Fairweather Kite Wondrous Item No
Biosmith Goggles Wondrous Item Yes
Hitchhiker's Guide to the
Wondrous Item No Bloodforge Powder Wondrous Item No
Cosmos
Horoscope Wondrous Item No Bloodstone Chunk Wondrous Item No
Pet Rock Wondrous Item Yes Crown of Owl Command Wondrous Item Yes
Seaward Amulet Wondrous Item No Eye of the Primeval Mother Wondrous Item Yes